Properties and Variables
Game Creator property sources and Asset Reference variables let designers pass stable IDs through normal Game Creator workflows while the repository remains responsible for resolving the asset.
Documented property sources
Section titled “Documented property sources”Asset References provides property getters for:
- GameObject
- AudioClip
- Material
- Sprite
- Texture
- Texture2D
- AnimationClip
- Scene build index
Other Unity asset types may be registered, but the source directs custom types to the runtime API or custom scripts rather than claiming a built-in Game Creator property getter.
Local and global variables
Section titled “Local and global variables”Asset References adds an Asset Reference value type to Game Creator 2 local and global name
variables.
- Create a Local Name Variables component or Global Name Variables asset.
- Add a variable with type
Asset Reference. - Select an initial Reference ID.
- Use
Set Local Asset ReferenceorSet Global Asset Referenceat runtime. - Use a variable-backed Asset Reference selector to resolve the current ID.
The variable stores the Reference ID, not the loaded Unity object. Direct and Streamed resolution still goes through the runtime cache.
Manual ID values
Section titled “Manual ID values”Use the selector’s Manual ID tab when the ID should come from a literal or a dynamic Game Creator
string-property source. The source describes this for custom flows where a variable, Condition, or
script determines the ID.
Database-selected IDs remain string-backed so namespace-like IDs and slash segments are preserved. A dynamic Manual ID value is resolved at runtime and cannot be treated as a statically renameable database usage.
Runtime helpers
Section titled “Runtime helpers”AssetReferenceVariables provides helpers for setting, reading, and resolving Asset Reference
variables from code. See the full example on C# API.

