AI companion management for GC2 — smart following, formations, commands, idle behaviors, persistence. Min. of 14 Instructions, 14 Conditions, 7 Events. No coding required.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----------------------------------------------------------------------------------Common Use CasesRPG PARTYSummon up to N party members, each with unique commands and follow profiles. V-formation for travel, group commands for "wait here" / "follow me" toggles.PET SYSTEMSingle companion with idle behaviors and interest points. Stats Bridge adds hunger/happiness. Owner awareness makes the pet look at you and react to sprinting.ESCORT MISSIONTemporary NPC companion with tight follow profile. Use Companion Is Active condition to detect if the NPC is still with the player.COMBAT COMPANIONSCPS manages when a companion follows vs. fights. Set state to Commanded to hand control to your combat state machine, return to Following when combat ends.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.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.


