A tree-chopping framework built for Game Creator 2. Add skill-based wood-gathering to any RPG or survival game, 3 minigames, tier-based difficulty, VFX/SFX, and full loot integration.🪓 Chopping System | GC2Chopping System | GC2 is a complete tree-chopping framework built specifically for Game Creator 2 and the Game Creator 2 Inventory module.It adds a skill-based wood gathering system designed for RPG, survival, crafting, farming, and open-world games.🌲 Core Gameplay LoopAim at a tree, swing your equipped axe, complete a minigame, and collect rewards.The system supports direct delivery into the player’s GC2 Bag, or it can spawn physics-enabled pickups into the world.🎮 Included MinigamesPrecision StrikeAim a reticle at a moving target and strike before the timer expires.Splitting WedgeStop a bouncing indicator inside the green perfect-hit zone.Bark Peeling ScribbleHold and trace a bark line from the start point to the end point.Each minigame is fully skinnable and can be swapped by changing a single component reference.Tree Phases & RewardsTrees can use a simple instant-fell mode or a detailed multi-phase chopping flow.Supported phases include:Standing treeFallen tree with branchesFallen bare logDepleted treeRewards are resolved through a ScriptableObject item database and can include fixed items or GC2 Loot Tables.⚔️ Axe Tiers & ProgressionAxe tiers are read from the player’s equipped GC2 item.You can control which axe tiers are allowed to chop each tree tier, and optionally punish weak axes by increasing minigame difficulty for under-equipped players.🧩 Easy Setup & Extensible DesignAll standard behaviour is configured directly in the Inspector with no coding required.Advanced users can extend the system through clean C# interfaces to add custom minigames or alternative inventory providers.📌 RequirementsUnity 2021.3 LTS or newerGame Creator 2Game Creator 2 Inventory moduleBuilt-in, URP, or HDRP🌲 Core Chopping SystemComplete chopping framework for Game Creator 2Simple mode: instant fell on successful hitDetailed mode: separate loot phasesTree lifecycle:StandingFallen with branchesFallen bare logDepletedPer-tree healthCustom fall directionAdjustable fall durationAdjustable settle delayAutomatic fallen model placementModel swapping between phases🎯 Minigames IncludedPrecision StrikeSplitting WedgeBark Peeling ScribbleSwappable through one drag-and-drop component slotFully skinnable UITier-based difficulty presets📈 Difficulty & ProgressionPer-tier difficulty presetsAdjustable minigame speedAdjustable target or zone sizeAdjustable required hitsAdjustable time limitsPer-tier axe allow-listsOptional weak-axe punishment rulesLive Inspector tuning during Play Mode🎒 Inventory & LootReads axe tier from the equipped GC2 itemSends rewards directly to the player’s GC2 BagCan spawn physics-enabled pickups in the worldScriptableObject item databaseSupports fixed item rewardsSupports GC2 Loot TablesSuitable for logs, sticks, branches, bark, crafting items, and custom drops🧱 ExtensibilityInspector-first workflowNo coding required for standard setupClean C# interfaces for advanced usersAdd custom minigamesReplace or extend inventory providersDesigned for RPG, survival, crafting, farming, and open-world projects

