Feedback System For GameCreator 2 OFFICIAL SALE

Feedback System for Game Creator 2 is a modular game-feel framework for building responsive, reusable feedback without modifying official Game Creator 2 source.

Create everything from simple hit reactions and UI pulses to complete layered feedback sequences using reusable Feedback Profiles, embedded sequences, and state-based feedback.


The system supports both one-shot feedback and persistent Enter → Active → Exit state workflows, making it suitable for combat impacts, pickups, interactions, low-health effects, aiming states, traversal, quest feedback, dialogue moments, environmental reactions, and more.


Feedback can combine camera effects, audio, particles, transforms, UI animation, lighting, post-processing, haptics, Character actions, variables, branching, delays, randomization, composition, and optional Game Creator module integrations.

Each Feedback Step also supports shared execution controls such as delay, GC2 conditions, chance, intensity, duration modifiers, jitter, conflict handling, and time mode.

Reusable Feedback Profiles can be nested inside other profiles, allowing complex feedback to be composed from smaller effects while built-in recursion protection prevents invalid profile loops.


The included Feedback Controller can be triggered through Game Creator 2 Visual Scripting, C#, or the generic Feedback Trigger Hook, which lets existing GC2 Triggers launch feedback while preserving source and target context.

The module also provides rich typed payload support for optional GC2 integrations, allowing feedback sequences to inspect the gameplay event that caused them, including Stats changes, Inventory items, Quest state, Dialogue context, combat information, Perception data, Behavior processors, and Traversal events.


Main Features

  • Reusable Feedback Profiles
  • Stateful Feedback Profiles
  • Parallel and sequential execution
  • 188 Feedback Steps across Core and integrations
  • Camera shake and camera feedback
  • Audio and music feedback
  • UI pulses and presentation feedback
  • Transform, renderer, material, light, and particle effects
  • Haptics and optional Input System gamepad rumble
  • Post-processing integration
  • Branching, randomization, cooldowns, repeats, and subsequences
  • Nested feedback composition
  • Replay policies including Restart, Ignore, Concurrent, and Queue
  • GC2 Property-based conditions
  • Feedback intensity system
  • Conflict and overlap management
  • Rich gameplay-event payloads
  • Generic GC2 Trigger integration
  • Full Game Creator 2 Visual Scripting support
  • Optional integrations kept in separate assemblies

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