Unified Events for Game Creator 2 OFFICIAL SALE

⚡ UNIFIED EVENTS FOR GAME CREATOR 2


When it happens. If it should. Then do this. Else if that, do something else. Loop it if you like. One component.


Game Creator 2 spreads a single idea across a Trigger, a Conditions component and a pile of Actions objects. It works, until your scene has fifty of them and you cannot remember which object opens which door. Unified Events puts the whole thing on one component, with a name in its header, so your logic reads like a sentence and lives in one place.


No new framework to learn. No new system replacing the Properties you already know. It is built on Game Creator 2's own Trigger, so every event, condition and instruction you already use works inside it on day one, including the ones from every module you own.



🚀 READY TODAY, IN THE PROJECT YOU ALREADY HAVE


You do not need to start over to get cleaner logic. Import it, add a Unified Event next to your existing Triggers, and keep building the game you are already making. Your Properties, your variables, your modules and your saved scenes all stay exactly as they are.



🧩 WHEN, IF, ELSE IF, THEN, ELSE


Pick any GC2 event, add optional conditions with And or Or, then fill a Then list and an Else list. Need more outcomes? Add Else If branches, checked top to bottom, first match wins. Need a decision mid list? Drop the If Else instruction in and nest as deep as you like.



🔁 LOOPS, INLINE


For Each runs instructions once for every object in a GC2 List Variable, right in the list, no separate Actions object needed. While repeats while its conditions pass, one pass per frame at most, with an iteration limit, so it can never freeze your game. Both work in Unified Events, Triggers and Actions alike.



🏷️ NAMED EVENTS


Give every event a name like Open locked door or Boss phase two. It shows in the component header, even folded, so five events on one object stay readable at a glance.



🔍 LIVE DEBUG


Select an object in Play mode and see exactly what happened: how many times the event fired, Self and Target, whether the If passed, which branch ran, the last instruction reached, and any error. No more sprinkling Debug Log instructions everywhere to find out why a door will not open.



👀 BINDING EVENTS


React the moment any value changes, even values with no change event of their own. Eleven ready events watch numbers, bools, text, colors, object references, positions, rotations, materials, textures, sprites and audio clips, with tolerances so tiny wobbles never fire. They work in Unified Events and in regular GC2 Triggers.



⚡ HIERARCHY BADGES


A small lightning badge marks every object that holds visual scripting: Triggers, Unified Events, Actions, Conditions and Hotspots. Find the logic in a big scene without clicking through it. One menu toggle turns them off.



🤝 PLAYS NICELY WITH EVERYTHING


Your existing Triggers, Conditions and Actions keep working exactly as they are. Mix both styles in the same scene, convert one object at a time, or only use Unified Events for new work. Nothing to migrate, nothing to break.