Runtime Studio Plugin

Game Creator 2

Set up the separately sold Game Creator 2 Integration for runtime visual scripting and authoring.

Game Creator 2 Integration

The Game Creator 2 Integration is sold separately. It adds runtime drawers, Hierarchy actions, and scene tools for supported Game Creator 2 characters, players, cameras, triggers, actions, conditions, variables, hotspots, markers, and visual-scripting content.

Install the integration

  1. Install Game Creator 2 Core before importing the Runtime Studio integration.
  2. Install Runtime Studio and the Runtime Studio Game Creator 2 Integration.
  3. Import only the optional Runtime Studio packages that match Game Creator 2 add-ons already installed in the project.

The optional packages are in:

Assets/Plugins/Fullscreen/RuntimeStudio/Runtime/Plugins/GameCreator2/Packages

For example, import Inventory.unitypackage only when the Game Creator 2 Inventory module is installed.

Configure Game Creator 2

Open Tools > Fullscreen > Runtime Studio > Settings, then select Game Creator 2.

  1. Turn on Enable plugin for the main Game Creator 2 module.
  2. Enable the features players should use, such as Trigger, Actions, Conditions, and Marker.
  3. Enable installed optional add-on modules from the same page.
  4. Use the type filters to hide components, triggers, instructions, conditions, and properties that your game does not support at runtime.

Start with the default filters. Then remove content from the runtime editor when you know it is not safe or useful for players to author.

Make Game Creator 2 assets available

Game Creator 2 references are resolved through Runtime Studio libraries. Add the assets that players need before entering Play Mode.

  1. Open Tools > Fullscreen > Runtime Studio > Libraries.
  2. Create or edit an EditorAssetLibrary.
  3. Add character model prefabs, animator controllers, ScriptableObjects, and other Unity or GC2 assets that the runtime workflow needs.
  4. Assign the library in RuntimeStudioSettings > Libraries.

Runtime Studio resolves Game Creator 2 references by asset ID or exact name. It does not search Game Creator 2 editor repositories while the game is running. An asset must be in an assigned Runtime Studio library to appear in runtime pickers or restore from saved data.

Create and edit visual-scripting content

Press Play to start Runtime Studio. Select an object with Game Creator 2 components, or right-click the Runtime Studio Hierarchy and choose an option under Visual Scripting.

For a quick first test:

  1. Right-click the Hierarchy.
  2. Choose Visual Scripting > Trigger.
  3. Select the new GameObject.
  4. Configure the trigger event, then add actions or conditions in the Visual Scripting inspector section.

The list controls support adding, reordering, duplicating, folding out, and removing items. Changes take part in Runtime Studio undo and redo.

Characters, cameras, and hotspots

The integration includes dedicated drawers for Game Creator 2 characters, main cameras, shot cameras, and hotspots.

For runtime-created characters, assign Default Model and Default Animator Controller on the Game Creator 2 settings page when your project needs fallbacks. Keep referenced models and animation assets in a Runtime Studio library.

While editing, Runtime Studio isolates Game Creator 2 characters, triggers, hotspots, cameras, and related behaviours so they do not react to edit-time changes. The intended runtime state is restored when the user enters Runtime Studio play mode.

Demo content

The integration demos and a configured settings asset are in:

Assets/Plugins/Fullscreen/RuntimeStudio/Runtime/Plugins/GameCreator2/Demo

Open Demo Scene Editing Game Creator 2 for an in-scene setup, or Demo Scene Overlay when Runtime Studio runs from a separate overlay scene.