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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Answered

What is the best way to play an effect on location?

Andi Rutz 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 1

What is the best way to play an effect on location? Say particles when opening a chest. I'm trying to instantiate prefabed FXs but they seem to activate on player enter radius rather than the selected key down trigger.

Answer
Marti (Lead Developer) 7 months ago

The "On Key Down" Trigger doesn't have a target object. These events fire as soon as the user presses the key, without the need to facing, being near or aiming at a specific object.

If you want to instantiate a particle effect on a particular object when you press a certain key, you can use the Instantiate Action, but instead of using the "Invoker" as the position, select the "Game Object" option and drag where you want the particle effect to be spawned.

You might also be interested in interacting with an object when the Player is near it and presses a key. This can be achieved using the "On Player Enter Key". This Trigger will react when the Player is within the radius of the current object's Collider and the user presses a given key.

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Fixed

Issues with Camera Wall avoidance.

ProfPivec 7 months ago in Game Creator updated by fred.Man 1 month ago 3

I have tried many different parameters on the Main Camera as well as the GC Camera Motor, the the camera still does not avoid the walls or any object.

I posted a video on the discord channel, because it is easier than sticking in on youtube .

Answer
ProfPivec 7 months ago

Fixed the issue by deleting and recreating the Camera motor. It appears that it was a wall clipping layer setting.

Please Close this problem,

Thanks

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Under review

Blendshape function doesn't work

Estigio97 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 6

Hello, I ask this few days ago, but I did not receive an answer. How can I use a Blendshape of a mesh through BlendShape action of your pluging? Because I tried it with the only existing option and it doesn't work when executed.

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Answered

'PlayerModelKnight' AnimationEvent 'Hit' has no receiver! Are you missing a component?

Andi Rutz 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 3

I keep getting this error but I can't find what it means. Can I get some info on this? It only happens when i trigger key down an gesture for an attack. 

Answer
Marti (Lead Developer) 7 months ago

You've added an animation event called "Hit" in your animation clip but there's no component with the "Hit()" method. Have you downloaded this animations from somewhere or did you create them yourself?

Either case, you can remove the Hit event or create a component that receives it. For more information about animation events, check the Unity documentation: https://docs.unity3d.com/Manual/AnimationEventsOnImportedClips.html.

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Answered

New character model wont animate

Trevor 7 months ago in Game Creator updated 7 months ago 8

Hi there,

I'm trying to import a new player character to replace the original one, I watched the tutorial on youtube and it just shows dragging and dropping a 3d model into a box to replace the character, this does happen however my new character is stuck in the T pose when moving around? My new object is from Daz and it is already rigged with bones so not too sure where I go from here to get it working?

 

Any help would be appreciated 


Thank you :)

Answer
Trevor 7 months ago

Yeah it was because the rig wasn't selected to humanoid  :). 

With the armour I'm actually trying to do it with the existing amour and weapons you guys have made so it already has all the correct actions on them, the shield shows up but shows on the finger tips instead of the arm so I'm thinking do I need to rename all the bones on the character? 

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Completed

A few ideas to add in your next update perhaps? :)

Trevor 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 1

Just a couple of ideas to add perhaps? I know it would make my game more complete. Apologies if any are already in there.

All these examples are basically like the old fallout 1 and 2 or wastelands 2 (which im trying to create).

  • Turn-based combat system

  • Simple character creation such as male or female, body, hair, age, skin type. and initial stats for starting the game.

  • Skills window/level up system to enhance your skills, e.g being able to click on a skills tab to bring up the skills window and see how many skills you have in say barter, lockpick or weapons and enhance them when levelled up.

  • Weapon combat, there is already fireball combat in there, would just be easy for someone like me if it was gun and knife combat instead so I could perhaps create other guns/knives to equip with different settings.
Answer
Marti (Lead Developer) 7 months ago

Hi! Let me break down your ideas. Some of them are very interesting.

  • Turn-based combat: We're really looking forward creating something in this regard. The problem is that each JRPG game usually contains a set of very unique rules. We aim to create a generic system that account for (almost) all possible cases, but it's really hard to imagine such system.
  • Character Creation: Although the system is simple (we already allow to dress your characters with skinned mesh renderers as well as rigid objects), we don't have the expertise nor the people-power to create a collection of heads, torsos, hands and legs to create such system. Have you checked UMA 2.0? It' a really good system and does what you're looking for. And it's compatible with Game Creator (as far as we heard).
  • Skills: Already available as part of the Stats module. Check it out: https://gamecreator.page.link/stats.
  • Weapon Combat: We're currently working on the Shooter module, which will allow you to create different kinds of fire weapons. For close combat (swords, hammers, ...) we're planning on creating the Melee module afterwards.

Cheers!

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Answered

Moving units to the mouse click and they get over each other at the finish point

ogrimdooh 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 1

Hello, I am developing a strategy game when I start moving units to the mouse click, they are over each other at the finish point, each unit is a character, I am not using tags, I have no way to set the size of the tag and if I have too many characters selected it would make no difference, how could you make sure the characters didn't behave that way?

Answer
Marti (Lead Developer) 7 months ago

Hi! We're currently preparing a new tutorial that shows how to do RTS-style movement. You're probably using the Move Character Action, right? For each character of the selected units. In that case, you can set the "radius threshold" property so characters can stop moving before reaching the destination. Otherwise, they fight each other to reach the exact position you told them to move to.


Hope this helps!

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Answered

How can I customize Joysticker's prefab?

tonyq.zeng 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 1

Game Creator is a great work.

I want to use it in my next mobile game, I can not find way to customize joysticker. 

I find that the joysticker prefab store in the Databasegeneral. How can I edit it?

Answer
Marti (Lead Developer) 7 months ago

Hi! Yes, you can duplicate that prefab and move it somewhere different than the Plugins/ folder (otherwise it may get overwritten by the next Game Creator update) and modify that newly created prefab.

In order to tell Game Creator to use your prefab instead of the default one, drag and drop your joystick prefab onto the Preferences Window (top toolbar -> Game Creator -> Preferences Window) and under the General tab, you'll see Touchstick prefab.

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Answered

Github Upload problem

Basile 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 7

We were facing a strange problem.

After installing Game Creator on the project on one computer and pushing the project on github when trying to clone the project on another computer we found out that all the Library folder (that contains the Parser, Tokenizer classes and associated meta files) and the two .unitypackage files were missing.

We found out that the culprit was the default .gitignore file.

We solved it by including another .gitignore file inside Assets folder telling it to include Library folders and .unitypackage files.


Is this the way to go or is there another more correct way of doing it?

Answer
Marti (Lead Developer) 7 months ago

Hi! This is a common problem. Did you write your own .gitignore file or pulled it from somewhere?

Depending on your project structure, you'll need a different path, but here's how: You probably have an entry that ignores all Library/ folders. Game Creator uses that name to store the Tokenizer and Parser class files, so they get ignored.

To solve this, simply modify the Library/ path and change it to /Library/ (notice the first slash before the name). This will tell Git to ignore all files under Library/ at the root of the project.

If this doesn't work means that you have a different folder structure. Feel free to send us a screenshot of your project's hierarchy and we'll tell you exactly what to modify in the gitignore.

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Completed

Comments

Zhav 🇰🇳 7 months ago in Game Creator updated by Marti (Lead Developer) 7 months ago 1

Add a simple "Comment" component that allows us to write simple text in the editor, to better organize our actions, triggers, and conditions.

Answer
Marti (Lead Developer) 7 months ago



There's a special Action called Comment that allows to exactly do that. It even grays out the text so it looks different than the rest of the Actions.