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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.
the timescale seems to effect the audio component of the UI.
for example when i set the timescale to 0 to pause the game. i can no longer hear the UI clicks. This may have been with the recent 1.0.2 update or the inventory module (just purchased and installed it).
I would see this as within core GameCreator - as the resultant Actions would then be vv useful in the Modules as well - particularly the Behaviour Module, Quest Module, etc. Basically Actions controlling the weather if the Weather Asset is also compatible (as most are) with WAPI.... ;)
Also when switching from a tween camera to a first person camera, the first person camera tracks to the right of where the marker is facing. I've also tried using a separate first person camera and I'm having the same issue with it.
Okay, this was a bit more complex than expected. I changed how the Teleport works so you will now have an option to rotate the Character towards where the Marker points at. This change also affected other Game Creator scripts, so I just can't post them here, since there are some dependencies. You'll have to wait for the next update.
On the other hand, there's still another issue. When teleporting a Character, if the Character has the Face Direction property set to Camera Direction, even if the character copies the direction of the Marker when teleporting, the camera will still keep its rotation, making the character immediately rotate where the camera looks at.
There's a solution for this too, however, which is creating another FPS Camera Motor and switching to this one AFTER the Teleport. When changing to a FPS motor, it's first positioned behind the Player, which is exactly what you want.
Hope this is clear. I'm closing this topic, since the fix is already done and will be available with version 1.0.3. Feel free to keep posting, however, if something wasn't clear. Cheers!
Ah yes. The only requirement is that the Character has a skeleton. Although not required, it is best if the Rig type is set to Humanoid. You can do that by selecting your 3D model asset in the Project Panel and, under the Inspector, select the Rig tab and select the Humanoid option.
No need to worry about bone names and you can have as many extra bones as you want.
If your 3D model doesn't have a Rig, there's a quick and easy way to attach a bone structure. Go to Mixamo and select the Upload Model option. Drag and drop your character and follow the simple steps. You'll get the same 3D model you had with a complete skeleton, ready to be used in Unity and Game Creator.
I'm trying to make a prefab of an enemy that takes damage. For some reason, the copies of the prefab don lose points in a stat, just the first copy. after it reaches 0 I get this error when attacking the copy but this one doesn't loose points in a stat.
KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <599589bf4ce248909b8a14cbe4a2034e>:0)
GameCreator.Stats.Stats.GetStat (System.String stat, GameCreator.Stats.Stats target) (at Assets/Plugins/GameCreator/Stats/Mono/Components/Stats.cs:244)
GameCreator.Stats.Formula.OnMatch_StatName (GameCreator.Stats.Formula+FormulaData data, System.String clause) (at Assets/Plugins/GameCreator/Stats/Mono/Classes/Formula.cs:97)
GameCreator.Stats.Formula.ParseFormula (System.Text.StringBuilder sbFormula, GameCreator.Stats.Formula+FormulaData data) (at Assets/Plugins/GameCreator/Stats/Mono/Classes/Formula.cs:274)
GameCreator.Stats.Formula.Calculate (System.Single value, GameCreator.Stats.Stats origin, GameCreator.Stats.Stats target) (at Assets/Plugins/GameCreator/Stats/Mono/Classes/Formula.cs:258)
GameCreator.Stats.Stats.GetStat (System.String stat, GameCreator.Stats.Stats target) (at Assets/Plugins/GameCreator/Stats/Mono/Components/Stats.cs:251)
GameCreator.Stats.Stats.GetStat (System.String stat) (at Assets/Plugins/GameCreator/Stats/Mono/Components/Stats.cs:285)
GameCreator.Stats.StatsEditor.PaintStatHeader (GameCreator.Stats.StatAsset statAsset, System.Int32 index) (at Assets/Plugins/GameCreator/Stats/Editor/Components/StatsEditor.cs:336)
GameCreator.Stats.StatsEditor.OnInspectorGUI () (at Assets/Plugins/GameCreator/Stats/Editor/Components/StatsEditor.cs:162)
UnityEditor.UIElements.InspectorElement+<CreateIMGUIInspectorFromEditor>cAnonStorey1.<>m0 () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:501)
Looks like you created a Stat, used it in a Formula, but then deleted that Stat. For example, you might have initially set a Stat named "strength" but then removed it, although in a Formula you're using the stat:strength symbol.
Review your Formulas and make sure there's no typos in the Stats nor Attributes. Bear in mind these are case sensitive.
I'm trying to have the player grab a weapon from his back to his hand. It was all working well until I tried to set up variables for the object to be able to assign any equipped item. When I try now to use trigger player falls through the ground and if I try to unequip it destroys the player. See video link for Ref.
You're probably destroying the Player instead of the weapon. See how your Global Variable Equipped Item references the Player instead of the weapon. This can probably be the issue.
Make sure to use the Inventory's On Equip and On Unequip actions list. This should be able to replace all the Action you have in your scene.
I want to have a feature in my game where the Player auto-attacks, and the user can press a button to switch targets so that the Player will cycle through all nearby targets that are within a certain radius IN FRONT of the Player -- kind of like the Can See condition. I think I should use a List Variable with the Nearest with Tag Action and the lock-on Action in the coming Shooter Module, but I don't know what other Actions I can use to achieve this.
Excellent question. You're correct in using the Gather Action. Here's how I would do it:
Disclaimer: While preparing this example we noticed some missing features in version 1.0.1. This will be added in 1.0.2, which should be available tomorrow.
First of all, we need a Trigger to start cycling though the targets. We will be using a On Key Up Trigger with the Right Arrow key option. Now we need to call an Actions list that gathers game objects that should be targeted and cycles them each time this Action is executed.
We'll use the Gather Components By Distance action, which searches around a given radius all objects with a certain component. There are many ways to do this, but our approach would be creating an empty script used to identify which objects can be targeted. To do so, right click on the Project Panel and select Create -> C# Script and give it a name, like TargetableObject. Now drag and drop this script to some objects in your scene that you want to be able to target.
Back the Actions we're going to have the following:
- Gather Components by Distance: Fills a List Variables with a collection of targetable objects. In the Component field, type in "TargetableObject" and create a List Variable somewhere in order to fill it.
- Game Object Variable: Now that we have the list variable filled, we need to pick an object. This can be easily done using the Game Object variable and storing the selected game object from a list. To cycle between objects, make sure to use the Next option under the Select drop down. This is an iterator that cycles one step at a time through a list variables. You'll also need to create a Local Variable where to store the targeted object. In our case, we created one below the Actions and called it "target"
That's all! Every time you press the Right arrow you'll cycle through different objects that have the TargetableObject component.
You could also use the Trigger "On Variable Change" to detect when the "target" local variable changes and make the camera face whatever object is in "target".
Hope this helps. I'm attaching an image showcasing this.
I made an animation of an object moving, but it uses another animator controller. Is it possible to trigger the animation with an Action? Is there a better way to go about animating objects?
Ok, I got it to work by adding a trigger parameter in the animator and calling it with the Animate action. Let me know if there's a better way.
When I lower the Anchor Offset to less than 1 on the Z-axis, it seems to restrict the Player movement so that I can barely move diagonally. In this video, I was constantly trying to move diagonally: https://streamable.com/v4a18
This is a problem by design. How the directional movement works is by drawing an invisible line between the camera and the player. Then, using the plane of the floor it knows where forward, backwards, right and left are respective of the camera.
But if the camera is completely at the verticality of the Player, the precision of the floating point operations will make the Player confuse right with left and up with down.
To solve this issue, make the camera slightly tilted, so it's not right on top of the player, but a bit on one side. Also, try disabling the Look At, changing it to "Current Direction". Otherwise, the damping of the camera might give lead to the same problem you initially have.
Can the size of the toolbar be increased.
Eyes are going ;)
The toolbar uses the standard Unity size, which is 16 pixels high. I believe that in 2019.3 they will change it to 18 pixels, so we'll automatically update to it when 2019.4 LTS comes out :-)
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