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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.
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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
- Unity: Unity 6+ target.
- Render pipeline: Universal Render Pipeline (URP). The Runtime assembly directly references URP and Core Render Pipeline APIs.
- Game Creator 2 dependency: GC2 Core. The module does not require Dialogue, Inventory, Stats, Quest, Behavior, Perception, Shooter, Melee, or Traversal for its base functionality.
- Runtime / Editor separation: Runtime and Editor code are in separate assemblies. Editor inspectors are excluded from builds.
- Renderer setup: the Pulse Scanner Renderer Feature must be added to the active URP Renderer asset or the screen-space scanner overlay will not appear.
Quick setup
- 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.
- 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.
- 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.
- Choose the origin. Assign Default Origin if the pulse should originate from a specific Transform. If empty, the controller Transform is used.
- 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.
- Make objects detectable. Add Pulse Scanner Responder to any target that should generate detection events when the moving pulse shell reaches it.
- 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.
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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.
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Pulse Scanner Controller
The Pulse Scanner Controller owns pulse playback, profile selection, current scan state, responder detection, renderer state, and the visible helper wave.