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Character Switcher | Game Creator 2 – Dev Community

Character Switcher | Game Creator 2 – Dev Community

Tsunami 6 November, 2025
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Character Switcher adds Genshin-style party swapping to Game Creator 2: one component, instant hero changes, synced combat, targets, velocity, weapons, and Crystal Save save support.

Character Switcher | Game Creator 2 v1.0.9 (25 Oct 2025) (Latest version)

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Description
???? Character Switcher – Instant Party Swaps for Game Creator 2 ????

Super-charge your GC2 project with lightning-fast, Genshin-style character swapping that just works. Character Switcher blows past GC2’s stock Change Model instruction, giving you rock-solid runtime swaps, full combat/state sync, and one-click Crystal Save save-game support—all inside a single drop-in component.

>> First Steps Tutorial on Youtube

✨ Why you’ll love it

⚔️ Seamless in-combat switching – Current velocity, combo state, combat target and even equipped melee weapon move with the new avatar, so combos never break and enemies stay locked-on.

????️Shooter/Melee Equipment Synchronization – Synchronizes shooter/melee weapons across all characters, preventing mismatches and ensuring consistent weapon states during rapid switches.

????️ Smart visibility & physics control – Off-screen characters hop to a hidden layer, disable colliders/rigidbodies and follow at a tidy offset to save perf.

???? Fully event-driven – Hook into OnCharacterIndexChanged, onCharacterSelected, onCharacterDeselected, landing/jump callbacks and more to drive VFX, UI or custom logic.

???? Crystal Save ready – Tick one box and Character Switcher auto-writes active/inactive states to MemoryPack saves—no extra visual-scripting required.

???? Singleton convenience – A persistent CharacterSwitcher.Instance gives any script instant access to the active player, previous player, or the full roster.

???? Input-agnostic – Map any Unity Input System action (keyboard, gamepad, touch) to direct-slot, next/previous or radial selection straight out of the box.
???? Feature highlights

???? Combat-target sync — primary GC2 target transfers automatically so combo finishers still land.

????️ Per-character weapon slots — assign default weapons in the Inspector or swap them at runtime.

???? Hot-swap API — AddCharacter, RemoveCharacter, ReplaceCharacter, ReplaceWeaponAt, etc., let designers edit the party live.

???? Ground / air offsets — keep off-screen heroes neatly stacked on the ground or bobbing beside a flying main character.
???? Quick-start

Add the component to any empty GameObject (or drop the prefab from the sample scene).
Drag your character prefabs into the list and assign their default melee weapons.
Bind your input actions (or use the demo map).
Hit Play – swap heroes mid-combo, mid-air, even while saving—zero extra setup.
???? Requirements & compatibility

Game Creator 2
Unity 6 LTS or newer – Mono & IL2CPP, Editor & standalone builds.
Works with Built-in, URP, HDRP (no RP-specific code).
Optional: Crystal Save v1.5 + for cloud/local save integration (addon included).
Plays nice with GC2 Stats, Melee, Inventory, Shooter, Dialogue, Quests and more—no code tweaks.
???? Package contents

Runtime & editor scripts
Input System sample actions.
Step-by-step PDF manual + quick-start scene.
Full C# source
Bring party-swap fluency to your indie production—no visual-scripting spaghetti, no broken weapons, just pure gameplay flow. Grab Character Switcher today and let your players change heroes without changing pace! ????

Technical details
Singleton Pattern for Centralized Control

Ensures a single, persistent instance manages all character transitions, preventing conflicts and maintaining centralized control.

Advanced Synchronization Mechanisms

Handles the intricate process of switching characters while maintaining consistent gameplay mechanics, including velocity, combat targets, and equipment states.

Comprehensive Event Management

Provides hooks for various stages of character switching, allowing for custom behavior and integrations with other systems within your game.

Layer and Physics Management

Manages the activation and deactivation of characters, ensuring proper layer assignments and physics settings to maintain game performance and behavior consistency.

Async Weapon Synchronization

Ensures that weapon states are consistently managed across all characters, preventing mismatches and enhancing combat reliability through asynchronous operations.

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