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This a place to ask questions, discuss ideas and report bugs. Please, provide your Unity and Game Creator versions as well as clear reproduction steps when opening a topic and full console logs.
I need to check if my Character state is different from the default one. (I'm talking about the animation)
in particular, this things is needed 'cause when he draw/wield a weapon, he have to assume a position and when he sheath the weapon, he have to change state and also run some actions.
Also, because of many different States, i need to use != from default instead of ==
About that, from time to time I fill the need of != operator 😅
Anyway, I think that I could workaround it, but having that kind of Condition would be awesome ☝😁👍
The idea would be using a boolean or an integer Local Variable to know at which "state" your character is; having a sheathed weapon, holding a hammer, holding a sword, etc...
However, you mention you miss having more "different" comparators instead of equals. Every time this happens, would you mind dropping them in this topic? I can easily add them :-)
PS: How did you add emojis to your text? I thought it wasn't possible to UserEcho!
When will the update to 0.9.7 be available and will there been any breaking changes?
No breaking changes planned. Most changes are about squashing bugs and improving performance :-)
Hi everyone! This is the first Game Creator support topic. Feel free to ask your questions here, but remember to search for them beforehand. Some user might have had the same question as you and may already be resolved.
As for rules, just use common sense. Help us help you providing clear reproduction steps and screenshots, as well as provide us with the Unity and Game Creator versions you're using.
Cheers and happy game making!
I've encountered a strange bug with the Player Controller. Whenever the player comes into contact
with any type of collider, the Controller either completely stops responding or it begins to behave
erratically (no movement, sliding across the terrain, etc.).
It works fine otherwise.
I just purchased GameCreator with Shooter module. I feel quite impressed.
There's any plan to make it able to work with Playmaker?
It would make it the definitivie "non code" tool, as it main flaw I feel comes with the minutia and being able "to do what you want to do" witout code.
Great tool! Lets see where we can go with it :)
I might just be lazy, but I think having demo scenes with everything set up will help a lot. You'd be able to test the limits of the asset yourself, and it'll allow newcomers to learn quicker and ask lesser questions. And letting people play the demo scenes on your website would also help the asset grow. So far I haven't seen any demo scenes that really shows what GC is capable of, and I'm having a hard time exploring that myself.
For example, you can make a Survival Preset. This could make use of Stats and Inventory (note that I am taking into consideration those that don't have a particular module, and won't have access to that demo scene, but I think Stats and Inventory are the fundamentals of a survival game). And don't just use a bit of each. Try to make the most use of every module. Then you can make an Adventure Preset which makes use of Dialogue and Quest. Then "Run and Gun" with Shooter and Behavior. And an RTS preset, which focuses more on a different type of interaction, rather than trying to use all the modules.
A big problem I found is knowing which actions I should use to best achieve what I want. Yes, people have said to me "you have to be creative". But look, most controllers on the asset store comes with the best settings out of the box. So you know right away what you can achieve with it. Personally, I don't want to spend hours messing around with different actions, trying to get the "best settings out of the box". I want the best settings as soon as I open the box, then I can easily adjust it to my needs. Only you know the "best settings".
When installing GC in Unity 2019.2.1f1, only two error appeared and the GC toolbar didn't.
Changed GameCreatorToolbar.cs as below.
line 103: SceneView.duringSceneGui += OnPaintToolbar;
line 115: SceneView.duringSceneGui -= OnPaintToolbar;
Saved and toolbar then appeared.
onSceneGUIDelegate is obsolete. Suggest next version of GC includes this update for future compatibility.
Could this action have an option to keep the prefab permanently in the scene (no duration), and have another action to destroy it from pool?
this would avoid the garbage/issue with normal instantiate and destroy
First i create an varible
Then i go and create a action and chose the vaible, it looks fine
Untill i select it, then it ads a "-" in front of my varible, so it cant access it.
To get this to work i have to create a new varible with a "-" that it will reference in the action. So i end upp with 2 varibles, one a dummy and one with a "-" infront of it that it uses.
My characters are often turning their head (hotspot/Head look at) in unnatural ways which breaks this feature for me as such movements would break their necks in reallife.
Using Mixamo rigs. A sensitvity slide/decrease would be awesome.
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