I really like Game Creator as a sort of "batteries included" toolbox that Unity never included. I like not having to implement stuff like "follow character" in code myself.
However, I'm not sure I like coding in the inspector window. It's fine for triggering a simple list of actions. But as soon as you add one or two branching Conditions and Local Variables, it gets messy fast. All the tiny buttons, labels, check boxes, etc add up fast and I find it hard to sift through all that visual noise to find the actual "programmer intent" (even when the programmer was me!).
I'm wondering if it's feasible to access all the wonderful Game Creator Actions from C#? This would be programming against the high level API from code instead of the editor.
For example, if I wanted to create the simplest MonoBehaviour script that used GC's ActionDebugMessage to print "Hello World" to the console, what would that look like?
My fear is that this would require so much boilerplate for every action that it might not be very elegant. But I hope I'm wrong!
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