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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.
Hi I'm just looking to see where can i change the settings for the speed the camera rotates with the touch controls on mobile.
I've gotten it working on android with the joystick prefab for character movement but the pace at which the camera moves around when you swipe on the open screen is very slow and wondering what the term is to make it move around faster?
Sorry if this is obvious. Loving the assets by the way
If you change the Sensitivity setting for the Camera Motor, this will solve the problem. Ideally, you can provide a settings panel for the Player to choose their own settings. There are examples of this in the Accessibility Module.
For those of you who want to be ultra-creative, you can use the slider UI, then delete the slider and keep everything else, tie that to a health variable and use it on the UI as a health indicator. Fast simple and easy. - Just an idea
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.
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
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?
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).
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?
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.
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!
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.
Just want to know if Game Creator has the capabilities to use a game pad and NOT just keyboard and mouse?
Yes (but with some quirks). We currently use Unity's Input System, which allows to map different key buttons to names. For example, the third-person camera perspective orbits around the player by default using the mouse's movement. This mouse movement is called Mouse X and Mouse Y.
These names are mapped to a particular scheme that can be modified under Edit -> Project Settings -> Input.
Bear in mind though, that each controller has its own key mapping. XBox Controller's map scheme is different from PS4's button scheme. You can google how these mappings work.
On the other hand, Unity is going to release a new Input system that will allow to streamline this process. Once this new Input system is stable and available by default, we'll support it.
I want the stamina to decrease when I press the spacebar. I want the trigger to work when it's on the ground.
But is grounded doesn't work or I can not. I can press the space key in the air. Stamina decreasing
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