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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.

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0
Answered

Gun damage

Noah McMoney 2 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 4

I wanted to know if I can make gun damage with variable or conditions but without the shooter module?

0
Under review

Area of Effect Attacks

Navarro Family 2 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 1

Hello anyone,

I'm just wondering if anyone has done this yet, and how they are doing it?

My game is muliplayer. 

My Idea was, when you press the trigger key, a Sphere collider would add players that enter it to a list variable.

And then whatever my effects were, would apply to everything in the list.

But then I would always get myself, because I'm assuming we would all be "Players" in the list. 

So NOW my idea is to get a Doughnut shaped Mesh, and make a doughnut Mesh collider for AOEs.

So you, the invoker, would be in the center of the Doughnut, and not in the collider list.

If anyone is accomplishing this cleaner, or if there's a tutorial that I'm missing, I'd appreciate the nudge in the right direction. 

0
Answered

Loading a scene whilst mounted on a horse

Swainy 2 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 1

What's the best way to load a new scene whilst mounted? It seems that when my player is mounted and the new scene loads, the player loads just fine but the mount doesn't come with him.

Would it be a case of an On Start tigger checking whether the player entered the scene mounted and then execute actions to mount the player during the scene load, hidden by transition/ load sceen?

0
Under review

Markers are mixed up when there are many of them

Dornano 2 months ago in Game Creator updated by Marti (Lead Developer) 1 month ago 5

When you put many Markers on gameobjects independent from one another (like a building with a marker in front of each door), I noticed they tend to be mixed up. When I want to open door A, the Player should move to Marker A, but instead he goes to Marker B nearby.

I don't have a 100% reproductible way, I thought it was coming from the door copy/paste, so the pasted object is still linked to the copied object's marker.

But later I found out that this issue is occuring on nearby markers, not especially on one I just copy/pasted. And even if I solved this issue by doing a prefab of my door (with the Marker inside), this issue is still occuring anyway.


Have you ever noticed something wrong with the markers before?

0
Under review

Module Manager Not Showing Often - Bug

JFB 2 months ago in Game Creator updated 2 months ago 4

So, often when I download a new module, the Modul Manager greys out... I have to reinstall Game Creator to fix it.

I recently saw a lot of errors, and I wonder if this may help.

This is one of the many errors I saw.

NullReferenceException: Object reference not set to an instance of an object
GameCreator.ModuleManager.ModuleManager.LoadProjectModules () (at Assets/Plugins/GameCreator/Modules/Editor/ModuleManager.cs:222)
GameCreator.ModuleManager.ModuleManager.InitializeData () (at Assets/Plugins/GameCreator/Modules/Editor/ModuleManager.cs:213)
GameCreator.ModuleManager.ModuleManager.GetProjectManifests () (at Assets/Plugins/GameCreator/Modules/Editor/ModuleManager.cs:80)
GameCreator.ModuleManager.ModuleManagerSidebar.PaintSidebarProjects () (at Assets/Plugins/GameCreator/Modules/Editor/Extensions/ModuleManagerSidebar.cs:64)
GameCreator.ModuleManager.ModuleManagerWindow.PaintSidebar () (at Assets/Plugins/GameCreator/Modules/Editor/Extensions/ModuleManagerWindow.cs:109)
GameCreator.ModuleManager.ModuleManagerWindow.OnGUI () (at Assets/Plugins/GameCreator/Modules/Editor/Extensions/ModuleManagerWindow.cs:89)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at :0)
UnityEditor.HostView.Invoke (System.String methodName) (at :0)
UnityEditor.HostView.OldOnGUI () (at :0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <78b213560771414e9fa6f1b95f5ad8bb>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

0
By Design

"Turn Speed" condition not triggering in Animator Controller.

JFB 2 months ago in Game Creator updated 1 month ago 11

Hi. Observing the animator controller, I've noticed the "TurnSpeed" condition does not trigger in the animator controller.

And, of course, the animations do not trigger. So, the character never pivots. 

0
Answered

Cannot get enemy to stop following when near object

Jeff 2 months ago in Game Creator updated 2 months ago 2

My player has a device that makes an enemy peacefully follow them.  I want the enemy to stop following them once they get close to a car, where they are destroyed. The enemy has a trigger on him that makes him follow when hit by raycast. He follows well, but I cannot get him to stop when in proximity to the car.

0
Not a bug

trig 'while key held' + action 'character state'

Carl Powell 2 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 1

if the action is to change character state to animation clip, the animation will be frozen on frame 1 while key is held

0
Under review

"can see" no longer works at all.

markusrgb 2 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 5

ok, i'm a bit confused. i thought the problem with the "can see" function was fixed now. i downloaded version 1.1.8 GC from the Unity store and now i have to realize that the "can see" function has no function at all. i also started an empty project and tested it with a cube. no matter if i use "can see" or "can not see" no condition is fulfilled and therefore no action is executed.

if i use the old "can see" function from the Unity Hub it works at least in 80% of the cases. it doesn't matter if the cube touches the ground or not, the result is the same. see the attached photos: 

0
Under review

Save/Load Challenges

Jacob Falling 2 months ago in Game Creator updated by Marti (Lead Developer) 1 month ago 9

Hello!

I've had some difficulties with loading a saved game, mostly involving inconsistencies in data preserved after load:

  • Player Stats not preserved
  • Player Transform not preserved
  • Player Inventory not preserved
  • Player not equipping items
  • Player equipping incorrect items

Some of this I've been able to resolve, though in any case I'm not firmly convinced that my solution will be viable as the game scales. Largely, this has been done by ordination and delaying of the On Load actions needed to set the UI, active/inactive/destroyed objects, and otherwise preserve the world/play state. I now have a wait at the beginning of the On Load actions that has to be 3-5 seconds for any success.

It would appear that the On Load Trigger does not wait for the equipment of Inventory, UI display of stats, and other elements to complete. If I do not put the time delay at the start of a set of actions from an On Load Trigger, these begin to fire, and seem to interrupt or contradict the automated Load functions for the above.

For instance, I can effectively watch while the player dresses (equips meshes) after the scene loads.

Interestingly, Global Variables seem to be always preserved, but I imagine these are among the first elements to be loaded.

And one aspect that I have been completely unable to resolve is the Inventory/Equipment issue. As noted above, the instantiation of equipment takes time, and even then, the Player for some reason ends up wearing the equipment that was initially placed in an equipment slot, rather than the equipment that replaced it and was worn at the time of saving.

In fact, if I remove that item from the player's inventory before saving, the game freezes completely on loading.

Does or should the On Load trigger occur after all reliant modules have completed their functions or co-routines?


Is there any way to determine what length of delay is needed for the automated load to finish, particularly as the game scales?

Is there an issue with subsequent equipment in the same Inventory slot not being preserved?

I haven't replicated in a clean project at this point, as it's obviously a complicated scenario.

Here is my console after saving once and then loading. Curiously, there are two save comments but no load comment.

I need to track down the missing reference exception as well. I was using your script on scene objects, but decided to go another way with that and probably haven't deleted all instances.

I have the save buttons checked where applicable (variables, player, inventory, etc. I'm loading from a separate main menu scene.

Thanks!