Welcome to the Game Creator support forum!
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 keep getting this error but I can't find what it means. Can I get some info on this? It only happens when i trigger key down an gesture for an attack.
You've added an animation event called "Hit" in your animation clip but there's no component with the "Hit()" method. Have you downloaded this animations from somewhere or did you create them yourself?
Either case, you can remove the Hit event or create a component that receives it. For more information about animation events, check the Unity documentation: https://docs.unity3d.com/Manual/AnimationEventsOnImportedClips.html.
I'm trying to import a new player character to replace the original one, I watched the tutorial on youtube and it just shows dragging and dropping a 3d model into a box to replace the character, this does happen however my new character is stuck in the T pose when moving around? My new object is from Daz and it is already rigged with bones so not too sure where I go from here to get it working?
Any help would be appreciated
Thank you :)
Yeah it was because the rig wasn't selected to humanoid :).
With the armour I'm actually trying to do it with the existing amour and weapons you guys have made so it already has all the correct actions on them, the shield shows up but shows on the finger tips instead of the arm so I'm thinking do I need to rename all the bones on the character?
Just a couple of ideas to add perhaps? I know it would make my game more complete. Apologies if any are already in there.
All these examples are basically like the old fallout 1 and 2 or wastelands 2 (which im trying to create).
- Turn-based combat system
- Simple character creation such as male or female, body, hair, age, skin type. and initial stats for starting the game.
- Skills window/level up system to enhance your skills, e.g being able to click on a skills tab to bring up the skills window and see how many skills you have in say barter, lockpick or weapons and enhance them when levelled up.
- Weapon combat, there is already fireball combat in there, would just be easy for someone like me if it was gun and knife combat instead so I could perhaps create other guns/knives to equip with different settings.
Hi! Let me break down your ideas. Some of them are very interesting.
- Turn-based combat: We're really looking forward creating something in this regard. The problem is that each JRPG game usually contains a set of very unique rules. We aim to create a generic system that account for (almost) all possible cases, but it's really hard to imagine such system.
- Character Creation: Although the system is simple (we already allow to dress your characters with skinned mesh renderers as well as rigid objects), we don't have the expertise nor the people-power to create a collection of heads, torsos, hands and legs to create such system. Have you checked UMA 2.0? It' a really good system and does what you're looking for. And it's compatible with Game Creator (as far as we heard).
- Skills: Already available as part of the Stats module. Check it out: https://gamecreator.page.link/stats.
- Weapon Combat: We're currently working on the Shooter module, which will allow you to create different kinds of fire weapons. For close combat (swords, hammers, ...) we're planning on creating the Melee module afterwards.
Hello, I am developing a strategy game when I start moving units to the mouse click, they are over each other at the finish point, each unit is a character, I am not using tags, I have no way to set the size of the tag and if I have too many characters selected it would make no difference, how could you make sure the characters didn't behave that way?
Hi! We're currently preparing a new tutorial that shows how to do RTS-style movement. You're probably using the Move Character Action, right? For each character of the selected units. In that case, you can set the "radius threshold" property so characters can stop moving before reaching the destination. Otherwise, they fight each other to reach the exact position you told them to move to.
Hope this helps!
Game Creator is a great work.
I want to use it in my next mobile game, I can not find way to customize joysticker.
I find that the joysticker prefab store in the Databasegeneral. How can I edit it?
Hi! Yes, you can duplicate that prefab and move it somewhere different than the Plugins/ folder (otherwise it may get overwritten by the next Game Creator update) and modify that newly created prefab.
In order to tell Game Creator to use your prefab instead of the default one, drag and drop your joystick prefab onto the Preferences Window (top toolbar -> Game Creator -> Preferences Window) and under the General tab, you'll see Touchstick prefab.
We were facing a strange problem.
After installing Game Creator on the project on one computer and pushing the project on github when trying to clone the project on another computer we found out that all the Library folder (that contains the Parser, Tokenizer classes and associated meta files) and the two .unitypackage files were missing.
We found out that the culprit was the default .gitignore file.
We solved it by including another .gitignore file inside Assets folder telling it to include Library folders and .unitypackage files.
Is this the way to go or is there another more correct way of doing it?
Hi! This is a common problem. Did you write your own .gitignore file or pulled it from somewhere?
Depending on your project structure, you'll need a different path, but here's how: You probably have an entry that ignores all Library/ folders. Game Creator uses that name to store the Tokenizer and Parser class files, so they get ignored.
To solve this, simply modify the Library/ path and change it to /Library/ (notice the first slash before the name). This will tell Git to ignore all files under Library/ at the root of the project.
If this doesn't work means that you have a different folder structure. Feel free to send us a screenshot of your project's hierarchy and we'll tell you exactly what to modify in the gitignore.
Add a simple "Comment" component that allows us to write simple text in the editor, to better organize our actions, triggers, and conditions.
There's a special Action called Comment that allows to exactly do that. It even grays out the text so it looks different than the rest of the Actions.
Hey, I was wondering if there's a way to unlock the cursor when in a Dialogue by default, or if I can be pointed in the direction to programmatically create this.
Sure! The same way you use the Cursor Action to lock the cursor on screen, you can use it to unlock it from the center.
If your concern is having to do this (among other things) before executing any Dialogue, you can do a technique called tunneling. This consists of creating an Actions object with everything you want to do before executing any Dialogue. Then, create a prefab object out of this Action.
Now, before executing a Dialogue, you can use the Call Action action and reference that prefab. This allows you to later modify the prefab's action list and propagate the effect to all Dialogues.
Hope this makes sense :-) Cheers!
I've got a trigger/action setup that works with animations but not with moving characters to markers. See attached video for more info.
The errors are related to our speech to text processor but I tried what you suggested with a blank project and had no problem. So I went back to my original project, deleted the characters and re-added them and now they work fine. So I guess that solved the problem. Thank you!
The walk speed is too slow for me. Don't understand why we can set the run speed but not the walk speed.
When you don't move a character it plays an "idle" animation, but when it moves it plays a "movement" set of animations. This collection of movements are generally called locomotion animations. A character doesn't just transition between idle to walk to run animations, but blends between them; at a certain point, the character might be moving between a walk and a run animation, and it should still look good.
In order to do this, we have to sync the phase of the legs, which is the pacing at which the left leg and right leg stomp the floor. To simplify the whole process, we made it so the walk speed is always half of the run speed, so that the speed difference between [idle to walk] is the same as [walk to run]. Hope this makes sense.
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