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.
A tutorial on this would be very helpful. every attempt I have tried to make one ends in failure my main issue now is on runtime the camera jumps above the player's head. The camera is set
up but when I hit play it shoots above the players head by 10(give or take) meters this is getting quite frustrating as I thought I had it.
when I try to move the camera in play mode it refuses to move at all. The player moves, and the camera moves with it just not on the players head, I have the motor on the player and have camera controler set up.
Hey, all. How you doing? I'm new around here and have a few doubts about Game Creator. Could anyone more experienced help?
I got Game Creator to speed up a project I wanna get off the ground. I took a look at the overview videos available on YouTube and really dug the way Game Creator is abstracting game dev... Anyway, I'm interested in maximizing the amount of input I can squeeze out of every button I use in my game. For that reason, I want to detect not only button presses, but also double presses and holds.
I figure I can put that together using Actions, Conditions and Triggers if I could do some math with Unity's Time.time or Time.realtimeSinceStartup. Is there a way to access those values using pre-built ways in Game Creator or should I dive into the Game Creator API and code a custom action for that?
Almost any modern game will allow the player to change their input bindings. However, in GC the input is tightly coupled to the trigger system and it doesn't appear to be possible to give the player the ability to rebind their keys/buttons while playing the game. I would strongly suggest that such a feature be made part of the core module. Not only is this an expected feature in most games, but it is also an issue for people who have physical impairments and cannot use every control scheme or controller. I personally can't imagine releasing a non-free game and not allowing the player to change their input bindings.
This is goin to be addressed with the next Game Creator major iteration is released. We're using the current stable Input System from Unity. They have been working on a new one called Input Manager (or new Input System? I don't really know what's the name, but it's a vanilla one).
This new Input methodology will allow to automatically detect when a new controller is plugged into your computer and switch the input schema at runtime. Moreover, multi-platform is going to be a breeze to do with zero effort from your part.
We've made some tests building a later on top of the new Input System and the results are very promising. This isn't coming any time soon, but know that we're working on it.
Just purchased GC and am having some trouble following basic tutorials. I was trying to replicate the open a chest video tutorial with my own assets, but cannot get the trigger to respond to any input, mouse, keyboard, or gamepad. As far as I can tell, things are set up the same as in the video.
My player was created by creating a player GC object, then dragging my model onto it. Nothing else about it has changed.
My chest is a 2 piece object, base and lid, and has one animation Open. It has one trigger parameter Open which has a transition from Any State.
The trigger in the scene is on the chest, and is large enough to intersect with the player when he gets close. I have tried with left mouse click interaction, and with on key down. The chest doesn't animate and the debug message doesn't show up, which makes me thing the trigger is never getting triggered at all.
While I am looking for some help on this specific issue, I would also like some clarification about trigger requirements in general as the documentation is fairly bare bones. For example, how does a trigger know when a character is within its radius? Is it a collider overlap? Does the player need a rigidbody? Does it use raycasting? Some explanation of the underlying mechanics would be helpful for many of the core systems.
Solved. I was using On Key Pressed instead of On Player Enter Key. I would suggest that any action which has player input at its core should be in the input category, since it was not at all evident that this trigger type would exist somewhere else.
New game ideas using a 2.3D Controller (not a 2.5D)
What is a 2.3D controller?
- I have just invented that name. Think about an oculus Quest looking at a 2D platformer but also turning corners and your camera following in the 3D world. Yes 2d, 2.5d and 3d all in one. The 2d actually turns into 3d
If you are interested in such a controller , then vote this post up and I will make a video showing exactly what a 2.3D controller is and maybe the guys and girls at Game Creator can build it in a future version. Think about multi-storey levels.
10 votes up and I’ll make the video
Yes, I need an action to check if on the player a script is active or not.
How can I get a specific component and bool check is active or not active.
I know I can add components, enable/disable components but as said above, how to check if it is enabled or not?
Hi! Just closing this ticket as I've added a new Condition and it will be available in the next update. If there's any problem, feel free to reopen this thread. Cheers!
I realize that I can back up my game, but sometimes this is not enough. It's entirely possible that any update to Unity or GC will erase all of my Actions, Variables, Dialogues, and other meticulously crafted GC data. It would be such a relief to know that there's an option of upload saved GC data onto a project and get all the settings back. I don't know if this is possible, but please consider it if it is.
I used the character hand action in a lot of ways, mostly as an easy and straightforward way to get characters to hold things like lanterns. I come back from a break, boot up my game, and find that my characters aren't holding things up any more. After some digging, I've found that the character hand action has now been restricted to a maximum of five seconds. Please include the option to disable this
I am posting this suggestion because when I started creating a health bar and time I noticed that there was no way to subtract one "number" variable from another, which makes it impossible for me to create a health bar through the "fill amoult" resource. That I didn't even find ways to access.
- It would be something like allowing to choose to add a value from one variable to another, instead of a specific value (variable number example)
- Access resources like a component's "fill amount"
If I am wrong and there are ways to create the bar, please guide me towards the right path (haha).
Customer support service by UserEcho