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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onSceneGUIDelegate is obsolete.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.
Just wanted to say thanks for GameCreator.
I've got most of it in the sale a while back, just to try it out in new prototypes and I have to say, it's better than I hoped.
Found so many useful features that I went back to my current/last game to implement new content using GC as it gave me the confidence and abilities to pull them off.
I have PlayMaker too and feel that GameCreator is way more intuitive and easier to combine with my own custom scripts and the likes.
I'm getting more comfortable with using it and learned some of its quirks. There might not be a ton of documentation out there, but it's getting better every day and people in this forum are also really eager to help, so thanks for the support.
I've got a Problem with scaling.
I build my Level. Then I placed the player. But the Player is small like the charachters from ToyStory.
So I tryed to rezize the Player to fit. That's no problem, till movement starts. Then the Player flips around, disappers, clips in the ground or other weird things.
Is there a way ti scale the Player without Issues?
Just wanted to leave this here in case others encounter this issue.
I wanted my GamePad fully available in Game Creator.
I found that my Left & Right Trigger Buttons as well as my DPAD would not work in Game Creator natively.
Therefore I could not apply Actions, Conditions, or Triggers to those 6 Buttons.
Then I posted on Discord, and an awesome user by the name of FETAKNIGHT wrote me a script.
Now I can see Axis RAW Down in Game Creator and use these buttons like all the rest.
- Download the attached script IgniterAxisRawDown.zip
- Unzip it
- Copy the .cs file to your Asset folder Assets/Plugins/GameCreator/Core/Mono/Igniters
Now when you add a Trigger, under Input, you will have a new Option 'On Axis RAW Down'
Simply add your Custom Axis in the Axis Name field.
You need to create a Custom Axis
Edit > Project Settings > Input Manager.
Below are what I use for PC with XBOX Controller
Note: With the below setup I can get the Left & Right Triggers working fine.
The DPAD I can only make Horizontal and Vertical work (2 out of 4 buttons) I can live with that :(
Note: The creator of this Script said that this is RAW only, and items will be treated like a simple Buttons. Meaning your Trigger Buttons will not be pressure sensitive. He said the script could be reconfigured to make it pressure sensitive.
How to use this tool as addition to normal scripting? Or/And how to Game Creator in a more modular way?
I find this tool very useful and it can make many things easier.
But for some things that are more specific I want to use classic scripts.
If I have for example a Characters that all have the same logic applied to them, with maybe a few little changes defined through variables. -> From how I understand Game Creator I would have to add copies of the same Game Creator Objects to all of them and make these changes to them directly. For example they could be lumberjacks that search for wood and destroy trees some with more strength and some with less. I would have to copy the lumberjack logic to all of them and change how strong they are per lumberjack.
If I then had to change something for all of them like only destroying full grown trees I would have to change this for every single one of them. Is there a way around this?
My solution would be to write a little script that handles all this and when I need to change something I simply change the script and because every lumberjack uses the lumberjack script it changes every lumberjack.
If I want to use both Scripting and Game Creator there will be cases where I want to call a script from Game Creator and cases where I want to store a return of a script in Game Creator. I know that there is a Action called CallMethods but I can not get it to work. I saw this thread https://support.gamecreator.io/communities/1/topics/261-how-to-use-call-method and followed your directions, but my method is not shown in the list. There are dozens of methods in 18 categories but not my methods of the script. Do I need to do something special so they are shown? And is there something like this to retrieve return values?
Thank you in advance. :)
I would have expected that after each deactivation call, one component after another would be deactivated/activated (depending on what is set for "False/True Component")
However, it is probably so that components with the same name are only executed once (or always only the first one with the same name).
Unfortunately it is not possible to rename the component Trigger in Trigger1.
Unfortunately I cannot distribute the triggers to different objects, because I work with buttons and global variables. Furthermore, the actions for several different objects run through a central script.
Is there possibly a solution for this?
Here pictures from my example, the state of the components before and after the "False/True Component" action was executed:
The second trigger remained active.
thanks a lot
Steps to reproduce:
1) Create a cube with Rigidbody gravity on
2) Add Remember Transform to Cube
3) Set Cube's Y to 10. Duplicate 4 times and place each 10 higher than the last.
4) Run and watch 5 cubes randomly fall to ground.
5) Save game
Each time game is loaded, a different result occurs, instead of restoring the transform when saved.
Possible cause could be a race condition on start between restoring transforms and physics updating the transform when the game has started. Suspect this is not just for physics, but for anything dynamic that starts when the game starts.
I'm sure this is probably possible with an advanced state animator, but I can't seem to nail it.
While I'm crouching, the aim animation state isn't functioning properly, (Gun isn't Pitched correctly, projectile trajectory lowered below ground, and some other minor issues)
What I'm looking to do is add an "AimwhileCrouch" State for my weapons, could you point me in the right direction?
Just a foot note, the only way I could get the Shooter Module to Work with crouch (Or any other state) was to add an Animation Layer between Layer2 and Layer3 (Called LayerC) I'm assuming between Shooter Idle, Aim, and Reload all 3 animation Layers are consumed. Crouching seems like a standard, yet robust feature, that would probably run alot smoother if it was an actual integration to GC, (Like Running/Jumping/Aiming etc.) instead of a Custom User State.
Just my 2 cents
I'm making a platform game and have an issue with the time between jumps option. If you make a character and set their jump times to 1 and then set the time between jumps to anything less than 0.3 the character will still be able to double jump in the air sometimes if you press the jump button fast enough.
I want the platforming to be very precise, but if i have to set the time between jumps to 0.3 then the player won't feel like they have full control over it.
Is there a way around this or is this issue known?
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