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Just picked this up and after watching the video's I was able to take an idea I had been trying to get started with to create some sort of working prototype for months using a number of different assets thinking by "adding this" or "changing" to that I could "Do this".
I never bothered with asset's like this before being a coder. I was confident with my smug "I don't need an asset that does code." attitude.
This should be called "Game Changer". It brings to life your idea's so fast you get it going you just need to add your flare and polish. I have been using it now for a few hours and had to get the addons as everything just makes so much sence.
Great job with this. I hope it becomes a staple tool for Unity. I really can't believe I was doing things from scratch everytime with assets to patch in things here and there.
Game Creater to Game Developer.....thank you.
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.
If I have local variables on a GameObject and wish to access this on the same object I always have to drag that same GameObject into the field, but if I had all local variables on Player I can just select that.
So why not also have in this drop down a selection use Owner? then I would not have to drag the owner to the GameObject field as it is already a member of that Object.
It would save time and dragging when the local variables are already on the same GameObject.
This is an interesting question and one that's being addressed in Game Creator 2.0. The thing is that the list where it shows a collection of options (Game Object, Local Variable, Global Variable and List Variable) is fixed and can't be altered. This is shared across different objects, whom may not be able to reference a "Owner" or "Self" object.
We are changing the entire architecture of the Actions for the next major release to support his out of the box
I've encountered a strange bug with the Player Controller. Whenever the player comes into contact
with any type of collider, the Controller either completely stops responding or it begins to behave
erratically (no movement, sliding across the terrain, etc.).
It works fine otherwise.
When installing GC in Unity 2019.2.1f1, only two error appeared and the GC toolbar didn't.
Changed GameCreatorToolbar.cs as below.
line 103: SceneView.duringSceneGui += OnPaintToolbar;
line 115: SceneView.duringSceneGui -= OnPaintToolbar;
Saved and toolbar then appeared.
onSceneGUIDelegate is obsolete. Suggest next version of GC includes this update for future compatibility.
I’m not sure if this is a game creator issue or a unity issue or maybe I did something wrong.
I’m having this issue where after the enemy ragdoll is enabled, certain body parts disappear when viewing from certain angles. It only happens to this character that I created using make human and blender.
I have seen some similar topics about this on the forum, however none quite have the same idea i am about to propose either for GC or GC2.
What I am proposing is to better leverage the Input Manager or new Input System to allow the User to assign multiple buttons to a single action without having to create multiple triggers.
In this Mockup screenshots you can see GC taking over the Input to allow the user to assign a name to a determined key, or keys, and then allow the user to select these name as key presses.
This mockup screenshot is extremely simple, only showing buttons, but i also image you could use this to Re-map WASD into another set of keys, or JoyStick (in the even the user wants to move with the right joystick not the left one)
I have started testing the load and save feature in game creator, but for some reason my global variables will not save. I have ticked the save box next to them, but their data does not stay the same between play sessions.
I have set my game up, so that when a player moves over a checkpoint the game saves to the current profile (profile 0). After building and running the game as a standalone file, i am able to move between scenes and the global variables do save. The issue comes when i shut down the build and start it again. After loading the saved profile (profile 0), the global variables do not load with it.
Any help with this would be greatly appreciated it. I'm not sure what i'm doing wrong.
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