Dynamic relationships, factions & diplomacy for GC2 with full visual scripting.Relationship System transforms how characters interact in your Game Creator 2 projects. Build dynamic reputation systems, complex faction hierarchies, and diplomatic relationships—all without writing code.Imagine a guard who trusts you enough to look the other way, a guild that shuts its doors because you sided with their enemies, or a companion whose loyalty shifts after one too many questionable decisions. These aren't scripted moments — they emerge naturally from a living system of values, levels, and factions that react to everything the player does.Setting it up takes minutes, not hours. Drop a component on your characters, define what "Friendly" or "Hostile" means to you, and wire it up through Game Creator 2's visual scripting. No code required. When the player completes a quest, a single instruction adjusts the relationship. When that value crosses a threshold, your UI updates, your NPCs react, and your world feels alive.---------------------------------------------------------------------------Online Documentation: Link---------------------------------------------------------------------------Relationship System tracks relationships as data:symmetric or directional levels with linear, curve or asymmetric decaystackable Caps (min/max clamps per source)Temporary Modifiers (flat or percentage, stacking, duration, Gain-Only/Loss-Only/Both)a Diplomacy state machine (War/Neutral/ Friends) with validated, auto-triggering transitions, a trade modifier and travel permissionFactions with hierarchy, tag auto-assignment and 50% relationship inheritance, plus a separate RuntimeFaction system for factions created during play.. and an opt-in History log feeding a new Relationship Journal UI.GC2 integration: 30 Instructions, 18 Conditions and 6 Events, plus an 8-tab editor window (Overview, Relationships, Factions, Entities, Diplomacy, Modifiers, Debugger, Tools) and a UI kit of 8 components / 11 prefabs.New this cycle:A Relationship Journal UI reading the History log (component only — enable History to use it; no prefab ships yet)Decay Preview in the Relationships tab that estimates time-to-target in Edit ModeJSON export/import of relationship definitions on the Tools tab (Edit-Mode-only, undoable)A Gift Preference asset + Apply Gift instruction + On Gift Received event (inventory-agnostic — no Inventory module reference needed)gossip/rumour broadcast instruction (Spread Rumour, with falloff and a max-members cap) + On Rumour Spread eventand a romance-styled Affinity colour palette for the relationship bar UI (reskin only, no new prefab)Fixed this cycle (build-breaker):13 NUnit test files were compiled directly into the Runtime assembly, unguarded — Unity strips its test DLL from player builds, so any customer build very likely failed to compile. Tests now live in the correct Tests/Runtime assembly; a real Standalone build now succeeds (0 errors from package code). The Examples installer no longer offers a phantom "update" caused by a version mismatch between the installer descriptor and the installed folder.Works with: Game Creator 2 (Core) + Visual Scripting — required. GC2 Stats is not required.Characters and Dialogue are both optional; gifts don't need Inventory.Technical DetailsUnity 2022.3+ (LTS)Game Creator 2 Core required30+ Runtime C# files60+ Unit TestsClean subsystem architectureFull source code includedAI 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.




