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Hello everyone. I've already asked Marti and he answered is not possible right now but encourage me to ask in this forum, so maybe someone is interested in developing it or there's a workaround.
As the header suggest, I need a follow camera motor view with the possibility to orbit 'only' around the Y axis of the player as you move the mouse horizontally. I've tried with the adventure camera motor because is the only one that lets you orbit but I can´t manipule the initial angle around X axis so that it keeps locked at that specific angle (max pitch) and only orbits around Y axis of the player as you move the mouse horizontally as mentioned earlier.
Thanks in advance and sorry for my english.
So when I put the trigger for button click, I can click anywhere on the screen and it does it’s action.
I do, when mouse clicked left do action, and I make the trigger a component for the button and the action a child of the button.
what am I doing wrong?
how do i make enemies run away or avoid the player? I want to make it so when the player gets near a certain enemy that enemy runs away. Is there a way to make the enemies stay a certain distance away from the player without the use of markers.
can i make him run away from the player the same way there is an action to follow him?
Once I add a trigger I can no longer navigate my UI Buttons with Keyboard or GamePad.
- Create new Unity Project (2019.4.1f1)
- Import Game Creator module
- Add a Canvas (Right Click > UI > Canvas)
- Add x3 Buttons (Right Click > UI > Button)
(I do not use Right Click > Game Creator > UI > Button..... as Keyboard or GamePad will not work)
- Set first Button as Active in Event System
So at this point My Mouse, Keyboard, and GamePad can successfully navigate my 3 buttons
Now if I simply add a trigger (Right Click > Game Creator > Trigger)
If I hit play... my Keyboard and GamePad will no longer navigate my buttons
Even if I use the mouse to FOCUS on the buttons the Keyboard or Gamepad do not work.
What am I doing wrong?
Note for this example I did not configure the trigger. I have a basic understanding of Triggers and Conditions for Setting panels active. I just wanted to show you that simply adding a Trigger makes my UI not work properly.
How can I fix this?
Hey :) I am trying to use triggers and actions to implement a tree cutting system. I have no issues adding the trigger and actions to a tree prefab; however, when I add the prefab as a unity terrain tree, it no longer works after painting the trees onto the terrain. Do triggers and actions not work on terrain trees? thanks.
I followed this bullet time example tutorial, unfortunately, I didn't find any Action about "Impulse Force" in physics genre, where is it? Is there any alternative way to do similar function like impulse force?
If I create a blank Unity Project (without Game Creator)
Then create a simple 'Canvas' with a few 'Buttons'
I can easily use my GamePad to navigate my simple UI.
All works as expected: Standalone Input Module, Button Script Navigation etc...
Now if I create a 'New Project' >>> then add 'Game Creator' >>> then create the same UI... My GamePad will not work.
I tried everything: Navigation = Explicit, First Selected, Creating custom AXIS in the input manager just for UI... then updating the Standalone Input Module in Event System with my custom inputs....
Why does Game Creator not work with GamePad UI the way Standard Unity does? and how can I fix this?
When I say GamePad I am referring to a Controller or Joystick....
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?
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