<aside> 📡

Pulse Scanner FX for Game Creator 2 is a URP pulse/scanner system with configurable 3D scan shapes, reusable profiles, responder detection, a visible world-space wave, and direct Game Creator 2 Visual Scripting integration.

This documentation is based on the supplied module source and focuses on practical setup and production use.

</aside>

Module at a glance

Area Count What is included
GC2 Instructions 3 Emit Pulse Scanner, Set Pulse Scanner Profile, Stop Pulse Scanner
GC2 Trigger Events 3 On Pulse Detected, On Pulse Started, On Pulse Finished
GC2 Conditions 0 No custom conditions are included in the current module
GC2 Properties 0 No custom property types are included in the current module
Runtime Components 2 Pulse Scanner Controller and Pulse Scanner Responder
Profile Assets 1 Pulse Scanner Profile
URP Renderer Features 1 Pulse Scanner Renderer Feature
Pulse Shapes 5 Sphere, Cone, Box, Cylinder, Disc
Built-in Profile Presets 4 Sonar, Detective Vision, Sci-Fi Radar, EMP Scan

Requirements and dependencies

Quick setup

  1. Add the URP Renderer Feature. Open the URP Renderer asset used by your camera and add Pulse Scanner Renderer Feature. Its default injection point is Before Rendering Post Processing.
  2. Create a profile. In the Project window use Create → Game Creator → Pulse Scanner FX → Profile. Configure timing, shape, colors, wave appearance, grid, edge accent, and optional layer filtering.
  3. Add the controller. Add Game Creator → Pulse Scanner FX → Pulse Scanner Controller to a scene object. Assign the profile. A Player root, scanner manager, or camera-oriented helper object are all valid placements depending on where you want the default origin and forward direction to come from.
  4. Choose the origin. Assign Default Origin if the pulse should originate from a specific Transform. If empty, the controller Transform is used.
  5. Emit the scan. Use the GC2 instruction Pulse Scanner FX → Emit Pulse Scanner from a Trigger, Actions/Instructions flow, input action, interaction, ability, or other GC2 execution source.
  6. Make objects detectable. Add Pulse Scanner Responder to any target that should generate detection events when the moving pulse shell reaches it.
  7. React to detection. Add a GC2 Trigger using Pulse Scanner FX → On Pulse Detected. From there you can run normal GC2 Instructions such as UI markers, audio, VFX, variables, highlighting logic, quest logic, or custom gameplay responses.

<aside> 💡

If the Controller field is left empty in the Pulse Scanner instructions, the module uses the active Main Pulse Scanner Controller. This makes a single-controller setup very fast while still allowing explicit multi-controller setups.

</aside>

Pulse Scanner Controller

The Pulse Scanner Controller owns pulse playback, profile selection, current scan state, responder detection, renderer state, and the visible helper wave.