Turn any prop in your level into a disguise. Hide, whistle, get hunted — then host a match and do it with friends. A complete prop-hunt game mode for GC2.Become the furniture.You walk into a room full of crates. One of them is a player. The hunter walks up to the wrong crate, swings, and loses health for it — while the real player quietly rolls two metres to the left.That is the game, and this is all of it: the disguise, the hunt, the round that ends, and the multiplayer that puts your friends in it. Drop it into a Game Creator 2 project and you have a playable match.----------------------------------------------------------------------------------Full Online Documentation: Website----------------------------------------------------------------------------------Your props, not ours. Point at anything in your level and become it — its real mesh, its real materials, at its real size. Hunters detect you using the prop's own collider shape, so a tree stays tree-shaped and a swing at the air beside its trunk hits air.Hiding is a game in itself. Lean and rotate to line up with the row of identical chairs. Wiggle as you walk. Fire a whistle on a cooldown and immediately regret it. See past your own disguise while everyone else sees a barrel.Hunters can be wrong, and it costs them. Inspect by raycast or by melee hit. Aim assist forgives the gaps between table legs; an option stops the floor counting as a guess. What a wrong guess costs is yours to decide.Multiplayer is in the box. One player hosts, the others join, and you are in a match — disguises, stats, rounds and whistles all replicate, and the networked sample scene arrives ready to play. Wire your own character with a single right-click. Built on Netcode for GameObjects, and completely absent from your project if you never install it.A lightweight stat system ships with it — health, damage, healing, death events — so a hunter can hurt a hider on day one without Game Creator Stats. The hunter's attack is a raycast that needs only GC2 Core, so no Melee or Shooter either. Already own them? Their hits feed straight in, and moving to GC2 Stats is a one-instruction swap.Built for Game Creator, not bolted onto it. 62 visual scripting nodes. Timers, counts and cooldowns are property getters that drop straight into a Text — no code, and no arithmetic in your graphs. A setup window checks your project and fixes what it finds with a button.Then take it somewhere else entirely. The four pillars are independent. Use the transform layer alone for shapeshifting, mounts or timed power-up forms. Keep the round, drop the hunter, and you have prop escape. Turn the highlight off so everyone looks identical, and you are running social deduction.In the box: full documented C# source · 62 nodes · the optional Netcode module · five sample scenes · a setup window · ready-made HUD components · documentation that answers questions instead of listing methods.Requires Game Creator 2 (Core). Melee and Shooter bridges are optional.AI 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.




