A graph-based skill tree and progression system for Game Creator 2 that enables you to create complex character progression with visual node editing, deep GC2 integration, and robust validation.------------------------------------------------------------------------------Online Documentation: Link------------------------------------------------------------------------------Progression Tree Builder extends Game Creator 2 with a complete progression system: multi-layered skill trees — passive bonuses, active abilities, ranked upgrades, mutually exclusive choices and dependency chains — authored in a node-based editor and driven from the same Instructions and Conditions as the rest of your game. Every tree is also a roguelite upgrade pool: switch a tree to Latest Mode and it becomes a weighted "pick 1 of 3" level-up screen (own example scene plus a Roguelike template tree), with per-skill weights, per-tier balancing and a Refresh Latest Pool instruction; pools save and restore with the rest of progression.Core:Root/Passive/Active/Choice skill types1–10 ranks with per-rank cost scaling; Flat, Percentage or Per-Rank stat modifiers through the GC2 Stats modulecooldowns and Attribute-based activation costschoice groupstree unlock and respec costs paid from a GC2 Attributeoptional item/currency skill costs via the Inventory Bridgeoptional shared point pools across treesGC2 integration: 12 Instructions, 8 Conditions, 1 Property (Progression Tree), and full Remember save/load — unlocked skills, ranks, points, cooldowns and Latest Mode pools all persist, with stat bonuses rebuilt automatically on load.New this cycle:OR / "any N of" prerequisites (default stays All)"why is this skill blocked?" reason shown on the tooltip and detail panel, also available as an API callrank-gated connections (enforcement opt-in)A runtime pan & zoom viewport componentOne-click Auto Arrange button;item/currency skill costs via an optional Inventory Bridgeshared point pools across two or more treesFixed this cycle (behaviour change — please read):Tree Unlock Cost and Respec Cost were advertised in the docs and inspector but never actually charged — they now are. A cost of 0, an empty currency field, a missing Traits component, or an unknown Attribute all resolve to "free," so no existing project gets locked out by the fix.Respec and Lock now really remove the stat modifiers a skill granted, instead of leaving them applied forever. Stat bonuses are correctly re-applied when a save is loaded. Player builds, previously broken by two editor scripts compiled into runtime assemblies, now succeed.Works with: Game Creator 2 (Core) + Game Creator 2 Stats — both required.Inventory is optional.Examples: 5 scenes + 2 template trees (Warrior, Roguelike) via Game Creator → Install…Graph-Based Skill Tree Editor- Visual node editor for creating and connecting skills- Support for vertical, horizontal, and radial layouts- Real-time validation of dependencies and circular reference detection- Auto-arrangement based on skill relationships- Connection types: Requirements, Enhancements, Alternatives, and Hidden pathsFlexible Skill System- Three skill types: Passive (always active), Active (player-triggered), and Choice (toggleable)- Multi-rank progression with configurable costs per rank- Stat requirements and level gating- Cooldown management for active abilities- Resource costs for skill activation- Choice groups for mutually exclusive skillsDeep Game Creator 2 Integration- Execute GC2 Instructions on skill unlock, activation, and execution- Various Conditions for skill validation: IsSkillUnlocked, SkillRank, CanUnlockSkill, CanUpgradeSkill, IsTreeUnlocked, SkillPoints, HasAvailableSkills, IsSkillOnCooldown- Multiple Instructions for skill management: UnlockSkill, UpgradeSkill, ActivateSkill, UnlockTree, RespecTree, AwardSkillPoints, OpenProgressionTreeUI, CloseProgressionTreeUI- Automatic stat modifications via Game Creator 2 Stats Module- Full Remember system integration for automatic save/load persistence - all progression data (unlocked skills, ranks, points, cooldowns) saved and loaded seamlessly with no additional setup requiredRuntime Progression Management- Skill point economy with per-tree tracking- Respec system with configurable costs- Dependency validation before unlocking- Event callbacks for unlock, activation, and completion states- Point events for awarded, spent, and refunded trackingUI System- Pre-built UI controllers for skill trees- Tooltip system for skill information- Connection visualization between skills- Customizable node appearance and layouts- Responsive to runtime state changesProduction-Ready Quality- Comprehensive unit test coverage for all Conditions and Instructions- Null-safety validation throughout- Edge case handling (max ranks, insufficient points, circular dependencies)- Clean separation between ScriptableObject definitions and runtime stateAI has been used during the development progress to create test classes, improve code quality and reducing redundant tasks. Also as part of the marketing and image generation process.




