Become the furniture.
You walk into a room full of crates. One of them is a player. The hunter walks up to the wrong crate, swings, and loses health for it — while the real player quietly rolls two metres to the left.
That is the game, and this is all of it: the disguise, the hunt, the round that ends, and the multiplayer that puts your friends in it. Drop it into a Game Creator 2 project and you have a playable match.
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Full Online Documentation: Website
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Your props, not ours. Point at anything in your level and become it — its real mesh, its real materials, at its real size. Hunters detect you using the prop's own collider shape, so a tree stays tree-shaped and a swing at the air beside its trunk hits air.
Hiding is a game in itself. Lean and rotate to line up with the row of identical chairs. Wiggle as you walk. Fire a whistle on a cooldown and immediately regret it. See past your own disguise while everyone else sees a barrel.
Hunters can be wrong, and it costs them. Inspect by raycast or by melee hit. Aim assist forgives the gaps between table legs; an option stops the floor counting as a guess. What a wrong guess costs is yours to decide.
Multiplayer is in the box. One player hosts, the others join, and you are in a match — disguises, stats, rounds and whistles all replicate, and the networked sample scene arrives ready to play. Wire your own character with a single right-click. Built on Netcode for GameObjects, and completely absent from your project if you never install it.
A lightweight stat system ships with it — health, damage, healing, death events — so a hunter can hurt a hider on day one without Game Creator Stats. The hunter's attack is a raycast that needs only GC2 Core, so no Melee or Shooter either. Already own them? Their hits feed straight in, and moving to GC2 Stats is a one-instruction swap.
Built for Game Creator, not bolted onto it. 62 visual scripting nodes. Timers, counts and cooldowns are property getters that drop straight into a Text — no code, and no arithmetic in your graphs. A setup window checks your project and fixes what it finds with a button.
Then take it somewhere else entirely. The four pillars are independent. Use the transform layer alone for shapeshifting, mounts or timed power-up forms. Keep the round, drop the hunter, and you have prop escape. Turn the highlight off so everyone looks identical, and you are running social deduction.
In the box: full documented C# source · 62 nodes · the optional Netcode module · five sample scenes · a setup window · ready-made HUD components · documentation that answers questions instead of listing methods.
Requires Game Creator 2 (Core). Melee and Shooter bridges are optional.