Companion System turns any GC2 Character into a following party member: formations, commands, bonding, abilities, vitals, interest points and a UI, all built from GC2's own Scripting framework.Stop writing custom follower scripts.The Companion System (CPS) is a complete toolkit for managing AI companions in Game Creator 2. Whether you need a pet that follows your player, an RPG party in formation, or an escort NPC for a quest — CPS handles the pathfinding, state management, stuck recovery, and persistence so you can focus on your game. Everything works through GC2 Visual Scripting. No coding required.----------------------------------------------------------------------------------Full Online Documentation: Website----------------------------------------------------------------------------------Core:follow behaviour with Line/V/Circle formations, stuck detection and teleport catch-uplifecycle management (Summon/Recall/Store/Retrieve) with a max-active capa state machine (Following/Idle/Commanded/Waiting/Recalled/Stored)instant, targeted and toggle Commands; a 4-tier bond scale (Stranger/Familiar/Trusted/Devoted) with personality-based scaling and storage decayVitals (health plus a secondary resource, regen, combat state, revive)Abilities with cost, cast time, cooldown and targeting, each running its own GC2 Instruction listInterest Points for ambient wanderinga separate Targeting system (faction type-aware cycling, also usable for enemies and NPCs)a Traits system (rarity tiers, stat modifiers on health/speed/bond growth/damage)...and a Party UI (HUD slots, ability bars, resource bars, bond-tier notifications).GC2 integration: 41 Instructions, 37 Conditions, 21 Events and 1 Memory component — 100 nodes in total, 93 of them needing only GC2 Core + Characters.Swap Companion (instant active-companion swap),recruit or dismiss a companion straight from a Dialogue tree, an Is Mountable metadata flag for mount integrations (metadata only, no riding code included), opt-in autonomous ability AI (`ICompanionAbilityAI` — companions can choose and cast their own abilities instead of waiting on a command),companion banter events, and a configurable "Set Target On Select" option on the party frame UI.Newly Introduced: companion abilities now actually run their Instruction list. In the previous version, an internal compile symbol that was never defined excluded 42 Ability, Vitals, Target and Trait nodes at compile time — an ability would pay its resource cost, start its cooldown and play its VFX and animation, then do nothing. Upgrading changes nothing you've already built; the nodes and the ability Instructions field simply become available.Works with: GC2 Core + Characters (required). Optional, independently deletable bridges: Inventory and Stats/Needs.What's IncludedFOLLOW SYSTEM Companions follow the owner with three proximity tiers (Beside / Near / Far). Speed adjusts automatically — walking when close, running when far, teleporting when left behind. Each companion type gets its own FollowProfile with configurable radii, speeds, and stuck recovery.Hybrid Follow — Trail + Formation (Introduced Version 1.1.0)Companions don't just beeline to a slot next to the player. While you move, they follow a breadcrumb trail of the route you actually walked, retracing your exact path around corners and through doorways — staggered into a natural follow-the-leader line. The moment you stop, they fan back out into their configured Line, V-Shape, or Circle formation. Built on Unity's NavMesh for true pathfinding around obstacles, with a graceful raycast fallback when no NavMesh is baked. The result: companions that feel like they're following you, not teleporting to catch up.FORMATIONSMultiple companions spread into Line, V-Shape, or Circle formations using smoothed proxy transforms. Proxy smoothing prevents path thrashing on sharp turns. Switch formation type at runtime with a single instruction.COMMAND SYSTEMDefine custom commands as ScriptableObjects. Issue them to individual companions or broadcast to all at once. Commands validate against each companion's supported set — a healer ignores attack commands silently. Optional cooldowns per command.IDLE BEHAVIORSWhen the owner stands still, companions don't just freeze. They look at the owner, visit nearby interest points, play idle actions. Configure per companion type with IdleBehaviorProfile. Place CompanionInterestPoint components in your scene for POI navigation.STUCK RECOVERYA dedicated StuckDetector monitors each companion with arrival tolerance, post-teleport grace periods, and progressive recovery (repath → soft teleport). No more companions stuck on geometry.PERSISTENCEFull GC2 Remember system integration. Active and stored companions survive save/load cycles including state, custom names, and command cooldowns. If no owner exists at load time, companions move to storage automatically instead of being lost.OPTIONAL BRIDGESEnable the Stats Bridge (requires GC2 Stats) for companion needs like hunger and happiness with automatic decay, feeding instructions, and critical-level events. Enable the Inventory Bridge (requires GC2 Inventory) for bag queries. Bridges auto-disable if you remove the required module — no compile errors.GC2 Visual Scripting — Full Integration14 Instructions:Summon Companion — Spawn from a CompanionDefinition at a positionRecall Companion — Remove from scene (optional VFX delay)Recall All Companions — Clear all active companionsCompanion Wait — Set companion to stationary modeCompanion Follow — Resume followingand more...14 Conditions:Has Active Companion — Any companion currently summonedCompanion Is Active — Specific definition is summonedActive Companion Count — Compare count against valueCompanion In Range — Distance checkand more...7 Events:On Companion Summoned, On Companion Recalled, On Companion Stored...Editor ToolsSettings Window (Tools → Companion System) — Configure max companions, default formation, follow defaults, stuck recovery mode, and bridge activation from a single editor windowBrain Inspector — Custom inspector with color-coded runtime debug showing proximity state, distance, current state, active command, and stuck detector statusModel Setup Window — One-click companion prefab configuration (adds required components, sets up NavMeshAgent, configures GC2 Character)UI Prefab Creator — Generates starter HUD prefabs for companion slot displayTest Scene Creator — Automated test scene generation for quick validationUI ComponentsCompanionHUD — Runtime HUD displaying active companion slotsCompanionSlotUI — Per-companion slot with state visualization and pointer eventsCompanionTooltip — Hover tooltip with companion infoAI 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.




