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I'm pretty new to Game Creator, and I have been working on a third-person shooter. I use an adventure cam as my main camera. When aiming down sights, there is no option to change zoom level of the camera through an action, so I change the camera offset to get closer. The problem is, when I move my character while aiming, it can go right in front of the reticle, which completely blocks the view. I have tried a number of different methods, however none have worked. I have listed the ones that got the closest below.
Method 1: Fixed Camera
I created a fixed camera that is swapped to when you aim. Fixed camera attached to the player on an offset seemed to reduce the amount the character moved around the screen. The problem is, this camera can not orbit, and I could not find a way to replicate orbiting for it through rotation locks or anything else.
Method 2: FPS Camera
This may sound counterintuitive, however, by showing the character model and placing the FPS camera on an offset behind the character, it keeps the character from running around the screen, and it can orbit. While this was so close to working, I had an issue while switching between cameras. There is no way that I could find to transfer the orbit rotation of one camera to another, so when switching to the FPS camera, the FPS camera snaps to the character's current direction. This means the character would have to fully rotate to the location before the camera is switched, and the problem is there is no way to check the character's rotation in comparison the the orbit, and the character rotates at a fixed rate that I can not change. This method does work, however, you need a .5 second delay to be able to aim down sights and fully rotate to wherever you want, and this causes issues with not being able to cancel aiming, and slows the flow of combat.
Method 3: Workaround with Player Direction
The best workaround I found is to set the Character Direction of the player to Camera Direction while holding a weapon, and to set the Character Direction back to Movement Direction while not holding a weapon. This allows for the FPS Camera Method to work, as the character will always be facing the orbit direction. The problem with this however, is you can't look at your character from a different angle while it is holding the weapon.
Does anybody know if there is something that I am missing to make this work?
Issue: I have create game level (FPS)(I also use the shooter module in it as well) and I have a gun prefab that I create. I created an animation for the gun's slider to move back and the slide back forward quickly for a "shot" effect. It has an animator on it. And the animation controller has two animations that I created in unity. Idle and Fire shot. I have 2 "Trigger" parameters set to transition the animations between each other. "fire" and "not fire" My player shoots just fine with the gun and everything works great.. except when I click mouse 0 it does not fire the animations. So, I placed the trigger and animation actions in a separate empty game object. I have a trigger layer, that has the on key press down (mouse 0) use actions: animate_gun. animate_gun has the actions: Animate: Animator is set toPistol_Pickupable (which is the prefab gun that is instantiated when drawing the weapon), Parameter Name is set to fire, Parameter Type is set to trigger. Then, a wait action for 0.05 secs then, Animate Pistol_Pickupable again but this time the parameter name is set to not fire and is a trigger type. Then another wait for 0.05 seconds. When I play the scene and click the left mouse button it looks like it goes through the list of actions except for the triggers. The wait times light up but not the Animate Pistol_Pickupable(s). I tried changing the them to bools and a lot of over things, but to no avail. Any help would be appreciated. Thank you.
At 2:03 in the video #6 Gestures & States - Unity Game Creator Tips & Tricks
it mentioned downloading a couple of animations. Can someone please explain where and how to download animation.
I know I can download character + animation as a FBX from mixamo. Can the animation be extracted for the purpose explained in the above video?
So when I’m using game creator, and try to set the controls, it says nothing about the joysticks and stuff when I try to set for Xbox, and it doesn’t say the normal keys on keyboard like “R” and stuff like that, how do I do that or work around it?
I bought GC today. What I see it can do, I really love.
My problem is how to do it.
I searched hours for written documentations. But there is not really much.
I saw the youtube Videos. But they are so fast, I did not see what is happen in detail.
If it is explained by voice, I can't here it. I'm deaf. I'm not be able to hear. That's why I searched a written documentation.
I also played around with the Sample Szenes. The Sample Scenes work, but not what I tried to rebuid.
Simply: I've got a ground mesh in my Scene and the Player Charakter. This is not moving. The strange is, jumping with space bar works. Moving with wasd or arrow keys not. I can't find out those things just by Video.
Do I have another chance to get some information?
I'm usung Unity 2019.4.1f1 and GC 1.1.9
Will game creator work for uwp apps and games?
Game Creator works with Unity and therefore anything Unity Supports, Game Creator should work.
However, for UWP, the Unity docs say....
To create a build for UWP, go to Build Settings (menu: File > Build Settings). In the Platform list, select Universal Windows Platform, then select the Switch Platform button.
Note: Universal Windows Platform only shows in the Platform list if you’re using Unity on a Windows computer.
Unity doesn’t support Windows Phone development.
This means you need to develop on a Windows Computer for UWP, but you cannot develop for Windows Mobile. This is a Unity restriction not a Game Creator one.
Hope this helps.
I'm almost 100% sure that this is doable with Game Creator as it currently is, but just couldn't figure it out right now.
I'm trying to create a ticker-like action that just runs in the background (ideally with a condition being met before hand, that starts it).
Condition: If the player has unlocked a "Goldmine"
Action: Every 5 seconds, 10 gold gets added.
Ideally this would be with variables or a formula, so I can change the speed (every 5 sec. / every 10 sec.) and the amount (10 gold, 20 gold, 10 gold * player level, and so on).
I figured this could be done with either inventory or stats add-on, just couldn't figure out the re-occuring part to have this run in the background. Does anyone have any pointers?
I have installed the version 1.19 of GameCreator with the version 2019.4.0f1 LTS of Unity (It didn't happen when I lounch the game in play mode).
After I have build and run the scene, the player begin to run automatically (Without touching any key).
I don’t know what is going on ?!
With the Version 1.18 of GameCreator and the version 2018.4.17f1, it didn’t happen.
Thank you for your response,
I have a text (Localized) on my game objects (enemies, trees etc.) which contains a short description of the target. But I can't find a way to display it as a string in my user interface.
I use a target system that shows me enemies or objects in the vicinity of the player with the help of tags. This works quite well except for the fact that I can't find a way to display the text that is on the target in the UI.
I have been trying it for 2 days now but I can't think of a suitable solution.
It is possible to transfer a string from a variable to a test, but unfortunately there is no function that works the other way around.
So once my target system has found a target, I want it to show me the text on it in the UI while it is tracted.
I have also tried to work with messages, but unfortunately this does not work with UI either.
Am I missing something here?
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