Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $10. The latest store price is $10, matching the lowest recorded price shown here.
View 1 recorded price
| Sale start / price check | Price | Observation |
|---|---|---|
| $10 | Latest store price |
About World Activity System for Game Creator 2
- Tools, Systems & Learning > Development Tools & Automation
The World Activity System is a comprehensive Unity asset that brings your game worlds to life with discoverable spatial activities and dynamic temporal events. Built specifically for Game Creator 2, it provides a complete framework for creating engaging open-world gameplay without writing complex code.
World Activity System schedules what happens in your world and when: fixed-location Spatial Activities (shrines, dungeons, secrets) discovered via triggers or proximity, and Temporal Activities (blood moons, boss spawns, merchant arrivals) driven by an EventScheduler with Interval, Time-of-Day, Random Chance, Conditional, Manual and now Weighted selection (a priority queue with interruption threshold, cooldowns, incompatible-event lists and chained events).
Core:
- A Shader-Graph-style EventChain node editor (Always/OnSuccess/OnFailure links, parallel/wait, cycle and unreachable-node validation, and now copy/cut/paste/duplicate across different chain assets);
- A`PrerequisiteCache` for cached GC2 condition checks; a 5-tab Scheduler Debug Window (Dashboard, Timeline/Gantt, Performance, History with CSV export, Tools)
- Pluggable time providers (Game Time, Real Time, Custom, or an optional Cozy Weather bridge).
GC2 integration: 20 Instructions, 8 Conditions and 1 Event (On Presence Changed).
New this cycle: an opt-in NPC Presence Schedule component — time-of-day windows, a teleport marker, and GC2 Instruction lists on enter/exit — which is what finally makes the `EncounterCategory.NPC`/`Merchant` tags mean something (note: NPC presence itself is not saved to disk yet); an **Activity Journal** (`IActivityJournalUI` `DefaultActivityJournalUI`, an "Open Journal" instruction — no prefab ships, it falls back to a single text line); Weighted event selection; an opt-in anchor-culling/LOD toggle; and an opt in multiplayer authority guard (fails open with a warning if enabled but nothing is assigned - no netcode package is added as a dependency).
Fixed: player builds no longer fail with a MenuItem compile error (editor code now sits in its own editor-only assembly).
A note on the name: WAS is a world-event and encounter scheduler, not an NPC daily-routine/ life-sim system. The new NPC Presence Schedule narrows that gap for simple "NPC is here at this time" cases, but it is not a full behaviour/routine AI — if that's what you need, this isn't it.
Works with: Game Creator 2 (Core) + Visual Scripting — required. GC2 Stats and Cozy Weather are both optional.
World Activity System schedules what happens in your world and when: fixed-location Spatial Activities (shrines, dungeons, secrets) discovered via triggers or proximity, and Temporal Activities (blood moons, boss spawns, merchant arrivals) driven by an EventScheduler with Interval, Time-of-Day, Random Chance, Conditional, Manual and now Weighted selection (a priority queue with interruption threshold, cooldowns, incompatible-event lists and chained events).
Core:
- A Shader-Graph-style EventChain node editor (Always/OnSuccess/OnFailure links, parallel/wait, cycle and unreachable-node validation, and now copy/cut/paste/duplicate across different chain assets);
- A`PrerequisiteCache` for cached GC2 condition checks; a 5-tab Scheduler Debug Window (Dashboard, Timeline/Gantt, Performance, History with CSV export, Tools)
- Pluggable time providers (Game Time, Real Time, Custom, or an optional Cozy Weather bridge).
GC2 integration: 20 Instructions, 8 Conditions and 1 Event (On Presence Changed).
New this cycle: an opt-in NPC Presence Schedule component — time-of-day windows, a teleport marker, and GC2 Instruction lists on enter/exit — which is what finally makes the `EncounterCategory.NPC`/`Merchant` tags mean something (note: NPC presence itself is not saved to disk yet); an **Activity Journal** (`IActivityJournalUI` `DefaultActivityJournalUI`, an "Open Journal" instruction — no prefab ships, it falls back to a single text line); Weighted event selection; an opt-in anchor-culling/LOD toggle; and an opt in multiplayer authority guard (fails open with a warning if enabled but nothing is assigned - no netcode package is added as a dependency).
Fixed: player builds no longer fail with a MenuItem compile error (editor code now sits in its own editor-only assembly).
A note on the name: WAS is a world-event and encounter scheduler, not an NPC daily-routine/ life-sim system. The new NPC Presence Schedule narrows that gap for simple "NPC is here at this time" cases, but it is not a full behaviour/routine AI — if that's what you need, this isn't it.
Works with: Game Creator 2 (Core) + Visual Scripting — required. GC2 Stats and Cozy Weather are both optional.