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With the news that BOLT visual scripting now going free and becoming a first-party (Unity developed) asset, are there any plans or ways to make GameCreator work with Bolt?
I haven't tried Bolt yet, but this might be pretty awesome, mostly maybe to find ways to make Bolt Trigger GC actions/conditions or access GC Objects like Characters, Camera Motors and the likes.
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?
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?
Actaully, it is not GC's problem. Unfortunately, Unity can't support Arabic strings to show correctly. therefore I need to install 3rd party assets to fix Arabic correctly.
Maybe, no one is insterested in Arabic support currently. but Arabic market has around 300,000,000 people. and it is around 3 times bigger than Koreans. (Korean market has only 80,000,000 people even I include North Koren people :P)
Anyway, I added some codes into DatabaseLocalization.GetText() like below. it is working pretty well without any problem. however, in my opinion, modifying source codes of framework is not good situations. so, I hope someday it can become offical support of GC
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