Build System for Game Creator 2 OFFICIAL SALE

GC2 Build System is a complete runtime construction module designed for Unity 6+ and Game Creator 2. It allows players to place, rotate, snap, edit, confirm, cancel, and dismantle build parts directly in-game using a flexible workflow that supports both structured modular building and more freeform placement.

The system is built around practical runtime use. It includes ghost previews, placement validation, invalid placement feedback, grid snapping, socket-based connections, support checks, edit mode, destroy preview, refund workflows, and structure persistence. This makes it suitable for survival games, base building games, housing systems, decoration systems, modular construction gameplay, and player-driven world customization.

GC2 Build System is not limited to simple placement. It also includes systems for saving placed structures, organizing builds by chunk and zone, and streaming nearby structures for better scalability in larger worlds. Optional NavMesh rebuild support helps keep runtime navigation aligned with player-created content.

The module also integrates naturally with Game Creator 2 Visual Scripting, making it accessible for creators who prefer instruction-based workflows instead of full code-heavy implementation. With support for build actions, triggers, conditions, and runtime properties, it fits well into both designer-friendly and programmer-friendly pipelines.

Whether you want a simple furniture placement system or a full modular base-building feature, GC2 Build System gives you the building blocks to create a polished runtime construction experience inside Game Creator 2.


Key Features

  • Runtime building placement for Game Creator 2
  • Built for Unity 6+
  • Supports Game Creator 2 Core
  • Support Game Creator 2 Inventory
  • Grid-based and free placement workflows
  • Socket-based modular snapping
  • Placement preview with ghost feedback
  • Validation checks and invalid placement messages
  • Rotation, switching, confirm, and cancel workflows
  • Edit mode for placed build parts
  • Destroy / dismantle preview workflow
  • Optional dismantle refund system
  • Save and load placed structures
  • Chunk and zone grouping for placed parts
  • Nearby streaming support for larger build areas
  • Optional external chunk / zone activation flow
  • Optional NavMesh rebuild integration
  • Clean placed hierarchy organization
  • Debug helpers, gizmos, and runtime markers
  • Visual Scripting support:
    Instructions
    Triggers
    Conditions
    Properties

Why It Stands Out

  • Designed for actual runtime gameplay, not just editor-time placement
  • Combines placement, snapping, editing, dismantling, saving, and streaming in one module
  • Works well for both modular building and player decoration systems
  • Friendly for Visual Scripting users
  • Structured to scale better for larger player-built environments
  • Gives creators more control over validation, snapping, feedback, and organization