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.

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Completed

Look At Offset for Adventure Camera

Crispy 2 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 6

Could you add the Look At Offset from the Follow Camera to the Adventure Camera? I want to be able to rotate the camera left and right, but not up and down. I have Max Pitch set to 0, but I need to adjust the angle at which the camera is looking at the Player.

Answer
Marti (Lead Developer) 2 months ago

I'm marking this topic as completed as it's already been patched for version 1.0.3. It will soon be available. If after updating there's still something off, feel free to drop a line below

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Completed

update of the roadmap

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

Not really important but maybe if you have some free time a little update to the roadmap?

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Thanks!

Hurray for 1.0.1

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

Did some testing today and the new update is a huge improvement! Thanks!

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Answered

Feet Not Touching Ground

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

I played around with the Height and Center values but could not get the feet to touch the ground. I think it depends on the model, since it's fine for the default GC model. I know you have a few Synty assets. Could you do a test?

Answer
Marti (Lead Developer) 2 months ago

As you say, this depends on the 3D model. You can either change the Height of the height of the Character Controller component or open the character in Blender and change the origin of the 3D model and set it a bit higher (around the belly button).

+1
Fixed

Player move and stop immediately

Crispy 3 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 4

I'm in first person and I want the movement to be more responsive. There seems to be a bit of acceleration and deceleration -- especially when stopping. When directional key is released, I want to stop immediately. How can I do that?

Answer
Marti (Lead Developer) 2 months ago

I'm marking this issue as resolved and the solution will be shipped with Game Creator 1.0.1

We've replaced the GetAxis() method with GetAxisRaw() so the player has no easing when the user presses a directional key. However, we've also added two new character properties: Acceleration and Deceleration, which allow to modify the rate in which a Character will accelerate and decelerate when moving.

+1
Not a bug

NavMesh agent inactive by default, model wont detect navmesh terrain or objects.

Andi Rutz 3 months ago in Game Creator updated by Marti (Lead Developer) 2 months ago 6

Can someone please help me with a navmesh issue? I set the ai to wander around but it doesn't use the navmesh agent. It has the checked box and when it spawns it has the agent script but its unchecked. And I cannot check it unless I uncheck Character Script. Thanks In advance!

Answer
Marti (Lead Developer) 2 months ago

Hi Andi. The Navigation Agent is disabled due to the Character being told to use the Character Controller instead of the Navigation Mesh. Let me explain this a bit.

Game Creator has two different controller systems: Character Controller for directional and standard movement, and Navigation Agent when traversing the environment with a target in mind.

We swap between these at runtime, so if the Character Controller system is running, we disable the Navigation Mesh Agent component. That's why you can't enable the Agent, because the Character system is using the Character Controller.

The wander script is made by a community member of Game Creator and he's probably using the Directional movement, instead of picking a random position of the map (which I believe it's fine, otherwise, you'd have to deal with edge cases, like trying to wander outside of the map's bounds and so on).

Try reaching him out. He may be willing to update the script in the Hub to support Navigation Mesh Agent.

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Using Game Creator actions from C# ?

mode80 6 hours ago in Game Creator 0

I really like Game Creator as a sort of "batteries included" toolbox that Unity never included. I like not having to implement stuff like "follow character" in code myself. 

However, I'm not sure I like coding in the inspector window. It's fine for triggering a simple list of actions. But as soon as you add one or two branching Conditions and Local Variables, it gets messy fast. All the tiny buttons, labels, check boxes, etc add up fast and I find it hard to sift through all that visual noise to find the actual "programmer intent" (even when the programmer was me!). 


I'm wondering if it's feasible to access all the wonderful Game Creator Actions from C#? This would be programming against the high level API from code instead of the editor. 


For example, if I wanted to create the simplest MonoBehaviour script that used GC's ActionDebugMessage to print "Hello World" to the console, what would that look like? 

My fear is that this would require so much boilerplate for every action that it might not be very elegant. But I hope I'm wrong!

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When using ActionLookAt to look in the direction of a LocalVariable object, the character looks to the center of the screen instead.

mode80 21 hours ago in Game Creator 0

When using ActionLookAt, if lookAtPosition is specified in the editor as a LocalVariable holding an object, then the following line inside ActionLookAt.cs, gets back (0,0,0) from the call in first parameter. As a result, the character ends up turning toward the center of the screen instead. 

targetTrans.LookAt(lookAtPosition.GetPosition(target), Vector3.up);

Tracing through , it appears that it's failing inside TargetPosition.cs at the switch statement on line 120 where it fails to match any of the case options. (it should go into case GameObject)

switch (this.local.GetDataType(invoker))

I think this comes from "invoker ambiguity" where the invoker inside of ActionLookAt.cs is assumed to be the thing being looked at. However that's not where the LocalVariable lives, and GetDataType in the switch statement assumes it does. 

Making GameObject the default case in the switch statement makes it work, but that's probably not the best solution. 

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Docs on Variables show use of deprecated method GetValue()

mode80 23 hours ago in Game Creator 0

I got the message below in the console. It's because I made my own IgniterTriggerStayTag action, with help from the instructions at https://docs.gamecreator.io/game-creator/systems/game-creator-api/variables-access. Those docs demonstrate variable access using GetValue() which I suppose that's now deprecated. 

"

This should not be called but it's here for legacy purposes. Please contact us at: marti@catsoft-studios.com. Thanks!
UnityEngine.Debug:LogWarning(Object)
GameCreator.Variables.BaseProperty`1:GetValue() (at Assets/Plugins/GameCreator/Variables/Mono/ClassHelpers/BaseProperty.cs:54)
IgniterTriggerStayTag:OnTriggerStay(Collider) (at Assets/Plugins/GameCreatorHub/MyGameCreator/Additions/IgniterTriggerStayTag.cs:49)

"

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Identical actions behave differently when called from the "IF" block of a Condition versus the "ELSE" block

mode80 yesterday at 11:51 a.m. in Game Creator 0

I tracked this down to Conditions.Interact() where IF clause actions are executed with

this.clauses[i].ExecuteActions(target, parameters);

but ELSE clause actions are executed with

this.defaultActions.Execute();

As a result, the invoker context is different (null) when executed in the ELSE clause. Maddening bugs ensue. 

It works the way I expect when I change the second line to:

this.defaultActions.ExecuteWithTarget(target);