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

How can i change default ideal animation with my custom animation with MIXAMO ANIMATION ?

MD Tajuddin Sadique 4 days ago in Game Creator updated 4 days ago 11

i wanna exchange some default animation with some which I found in MIXAMO  

Answer

Duplicate a state, like crouch or drunk, give it a name, add in all your new animations, then set that state as the default state for you character of player. 

Hope this helps.

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Support for custom class variable

Reynold Erwandi 4 days ago in Game Creator updated by Marti (Lead Developer) yesterday at 4:04 a.m. 1

Game creator is really flexible with its Trigger, Conditions, and Actions. But the variable system is lacking custom class support. For simpler games, it may be enough using primitive variables. But when it's getting more complexity, we can't avoid using more struct/class and need a variable of that type. I tried a workaround using Unity Atoms, which utilizing ScriptableObject as variable and using it with my actions. But actions that come with Game Creator and others are using its variable system so I cannot use that action and if I tried to modify the system, then I have to make changes every update.

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¡Gracias!

Is Game creator the new Playmaker?

eagleeyez 5 days ago in Game Creator updated 3 days ago 2

Is Game creator the new Playmaker?

YES it is and also not Playmaker!

Playmaker is a FSM (finite state machine) where GC is a machine.

With Playmaker you can do a hell of a lot but you are stuck in spaghetti mode. (Re-readable code == null)

This.game = (GameCreator == Do what the hell you want (because it can).create anything you want());

  • Is understanding code important with Game Creator?

No, if you want do this, If not do that, or if not do something else.

Then move character, jump, shoot, and so on. Why recreate the wheel when GC does it all for you?

I love PlayMaker but I think it has now outlived its possibilities.

I can program but I am lazy. I want to say do this when I SAY, do it and it does it.

This is Game Creator and I see it only getting better.

Take the plunge

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Answered

flip bool

eagleeyez 5 days ago in Game Creator updated by Marti (Lead Developer) 5 days ago 3

just as the title says. I would like a flip bool condition. for stuff like inventory press i opens, press i again closes.

Yes i can do this with if and else but a simple flip bool function would be nice.

Answer

There is a toggle variable action. I use this to do exactly what you are suggesting. 

Search on Toggle in the Actions dropdown.

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Not a bug

Missing game creator from Menu and mouse right click

Rathin Hasan. 6 days ago in Game Creator updated by Marti (Lead Developer) 5 days ago 6

0
Answered

Bundling actions in to one

Oliver Marshall 1 week ago in Game Creator updated by Marti (Lead Developer) 5 days ago 2

Hi

Is it possible to bundle actions in to one? I have a set of about 5 actions that I run each time the player does something that activates a new quest. Rather than keep creating the same thing, I'd like to call the Action "Start Quest" and just have it run through them all.

Alternatively, am I able to initiate actions via c# script? That way I could call my custom script, and have it call each action in turn. 

Olly

Answer

You could do it with a custom Action that you will need to code 

https://docs.gamecreator.io/game-creator/systems/game-creator-api/custom-actions

You could model it on the exist Action called Execute Actions. This action executes a list of actions, but you will probably need to build the actions somewhere in your scene regardless, so you may as just use Execute Actions. 

Hopes this helps you.

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Answered

Change Camera/Controls Mobile

Nate 1 week ago in Game Creator updated by eagleeyez 3 days ago 4

Sorry for the double post, accidentally hist submit before writing my text.

I have Game Creator and the Shooter Module.

I'm trying to get something to work. I'm building a top-down game for mobile that also changes to FPS when using a sniper rifle crosshair. However, I'm using an orthographic main camera in order to create my isometric top-down look, which means when I switch to FPS motor it looks all wonky because the main camera isn't a perspective camera. So if possible, I'd like to know how to do a few things:

  1. Main camera is orthographic. Top-down motor is the starting camera. When I switch to the FPS motor with the switch camera action, the orthographic camera is wonky. However, if I set the FPS motor to "set camera properties", and change it to perspective when FPS motor is on, then the camera change doesn't work at all. It seems that going from orthographic to perspective during runtime seems to cause an issue. So I'd like to either be able to change from ortho to perspective if possible, and I'd also like to know how to change which camera is my "main camera". Can I have a camera set as the FPS main camera and another for the top-down one, with their camera motors connected respectively, that I switch between when aiming my sniper rifle/crosshairs.
  2. How do I disable player movement/input during runtime? I'd like to disable walking controls when the player is zoomed in.
  3. Is it possible to change the mobile touch joystick to affect the rotation rather than the position of the player? When scoped in and in FPS mode, I want to set the mobile joystick to control where the player is aiming, rather than moving the character/walking. And I also want to disable the rest of the screen from controlling where the player is aiming like it normally does on mobile since now the joystick is taking over.
  4. Can I independently set the position of a weapon when at ease vs when aiming. I'm using the ease state as essentially a holster state, since I only have one weapon at a time and I want the model to be visible all the time. However, when using the sniper rifle, I've set the position to look good while aiming, but when at ease the player just holds the rifle with one hand and swings it around while running, which looks odd and makes the barrel clip through the player/floor. So when the player is holding a weapon at ease like the sniper rifle, I want it to appear on his back or other position, separate from where it is while aiming.
  5. When a run the holster weapon action, the animation runs very slow (takes 3-4 seconds to compete) however when playing the actual animation file it's clear that it only lasts about a second. Any reason why this animation might be happening so slowly? Anyway to change the speed of the holster animation at runtime similar to other gestures like waving?
  6. When using the tween camera, what's the best way to set up a long shot that goes in multiple directions? As in, tell the camera to go from position A to B to C to D to E. I'd imagine one way would be to setup multiple tween cameras going A to B, B to C, C to D, D to E, but I'd like to know if there's a better/faster way to quickly animate a longer cutscene.
  7. Anyway to control post processing effects during runtime? For instance, changing the focus distance for the depth of field during a tween camera animation.

Sorry for the wall of text, but these are some issues I've run into and I'm sure there's probably a simple way to fixing them that I just haven't noticed. Really great product so far, very happy with the purchase!

Answer

Holy molly. Okay, for next time, please use a separate topic for each question, as this doesn't really help other users who search if a question has been answered looking at the title.

Main camera is orthographic. Top-down motor is the starting camera. When I switch to the FPS motor with the switch camera action, the orthographic camera is wonky. However, if I set the FPS motor to "set camera properties", and change it to perspective when FPS motor is on, then the camera change doesn't work at all. It seems that going from orthographic to perspective during runtime seems to cause an issue. So I'd like to either be able to change from ortho to perspective if possible, and I'd also like to know how to change which camera is my "main camera". Can I have a camera set as the FPS main camera and another for the top-down one, with their camera motors connected respectively, that I switch between when aiming my sniper rifle/crosshairs.

I've tested this and seems to work fine. Can you make a video capture showcasing the issue? Seems strange, since as you mention, tweaking the "Change Properties" in each camera motor should switch between perspective and orthographic.

How do I disable player movement/input during runtime? I'd like to disable walking controls when the player is zoomed in.


Both disabling the character movement and walk/run states is done in the Character Property Action. Setting the Player's IsControllable into false will block any input by the user.


Is it possible to change the mobile touch joystick to affect the rotation rather than the position of the player? When scoped in and in FPS mode, I want to set the mobile joystick to control where the player is aiming, rather than moving the character/walking. And I also want to disable the rest of the screen from controlling where the player is aiming like it normally does on mobile since now the joystick is taking over.

Not at the moment. The rotation of the camera is handled by a free-form movement of the finger on the right side. However, there's a third-party module that allows this out of the box called Accessibility. Might interest you.

Can I independently set the position of a weapon when at ease vs when aiming. I'm using the ease state as essentially a holster state, since I only have one weapon at a time and I want the model to be visible all the time. However, when using the sniper rifle, I've set the position to look good while aiming, but when at ease the player just holds the rifle with one hand and swings it around while running, which looks odd and makes the barrel clip through the player/floor. So when the player is holding a weapon at ease like the sniper rifle, I want it to appear on his back or other position, separate from where it is while aiming.

There's currently no way of doing this. However, we're opening a ticket to add an "On Start Aiming" and "On Stop Aiming". With this, you can change the attachment (weapon) of the character to a different body part (from hand to back, and vice versa).

When a run the holster weapon action, the animation runs very slow (takes 3-4 seconds to compete) however when playing the actual animation file it's clear that it only lasts about a second. Any reason why this animation might be happening so slowly? Anyway to change the speed of the holster animation at runtime similar to other gestures like waving?


Yes, it's a bug, but should have been fixed in the latest version. Make sure to update both Game Creator and the Shooter module to the latest version (and install the update through the Module Manager!)

When using the tween camera, what's the best way to set up a long shot that goes in multiple directions? As in, tell the camera to go from position A to B to C to D to E. I'd imagine one way would be to setup multiple tween cameras going A to B, B to C, C to D, D to E, but I'd like to know if there's a better/faster way to quickly animate a longer cutscene.

The best way is setting up multiple cameras. It's cumbersome to set up, but it's a breeze to later tweak different parameters to adjust that perfect camera shot. You can also may be interested in using Unity's Timeline, which is specifically designed for cutscenes. However, depending on what you may want to do, may be overkill.

Anyway to control post processing effects during runtime? For instance, changing the focus distance for the depth of field during a tween camera animation.

Not at the moment. Post Processing doesn't come builtin in Unity, so we can't create specific code for it. Otherwise it would throw a bunch of errors. However, take a look at the Unity Hub. There might be an Action made by community members that deals with post processing.


While using a top-down camera, is there an easy way to make walls transparent when they block the player from view (diablo style). This way there is never a wall or object covering the player. So for instance, if the player when into a building where the roof was in view/in between the camera and the player, then the roof of the building would go to like 10% opacity so you can see everything inside of the building including the player. However I don't want to disable the object entirely because I still want it to cast shadows, so maybe a shader of some kind? Not sure if this is possible with the current triggers/actions/conditions.

Game Creator is for creating interactions. This issue is more related to a shader and we try to avoid dealing with these, since every game uses its own set of shaders and we want to be graphics-agnostic.

However, there are plenty of tutorials on youtube that deal with this. In particular, I believe there's a video from Sykoo that shows how to do this using the new URP and with zero code.

Best

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Declined

How to Setup Game creator

Rathin hasan 1 week ago in Game Creator updated by Marti (Lead Developer) 5 days ago 10

Sir i already get game creator and when i import game creator in my project the. Its didn't show me the game creators buttons and the window. Only i can find game creator in package manager and plugin. But i can't create anything by it. Please sir please help me to solved my issues. I followed the Documentation but i'm failed to setup this.

0
Answered

Copy from Object variable list to vector3 variable list

Niukeh 1 week ago in Game Creator updated by Marti (Lead Developer) 5 days ago 1

Hi, i can copy all the elements from a object list to another object list, using the loop list and add to list actions. but when the list is vector3 instead of gameobject list it throws this error.

What im trying to do is to when saving the game, also  save the position of certain objects spawned in the game world to respawn them all when loading the game. my aproach ( correct me if there is another way to do this)is to gather al the objects i want to save and put them on a object list variable just before the save game action executes. then loop the list and copy them all to a vector3 variable list with  saved cheked. Then on load loop the entire list instantiating all the objects again.

Thank you !  

InvalidCastException: Specified cast is not valid.
GameCreator.Variables.Variable.Update (System.Object value) (at Assets/Plugins/GameCreator/Variables/Mono/Types/Variable.cs:147)
GameCreator.Variables.Variable.Set (GameCreator.Variables.Variable+DataType type, System.Object value) (at Assets/Plugins/GameCreator/Variables/Mono/Types/Variable.cs:135)
GameCreator.Variables.Variable..ctor (System.String name, GameCreator.Variables.Variable+DataType type, System.Object value, System.Boolean save) (at Assets/Plugins/GameCreator/Variables/Mono/Types/Variable.cs:78)
GameCreator.Variables.ListVariables.Push (System.Object value, System.Int32 index) (at Assets/Plugins/GameCreator/Variables/Mono/Components/ListVariables.cs:78)
GameCreator.Variables.ListVariables.Push (System.Object value, GameCreator.Variables.ListVariables+Position position, System.Int32 index) (at Assets/Plugins/GameCreator/Variables/Mono/Components/ListVariables.cs:110)
GameCreator.Variables.ActionListVariableAdd.InstantExecute (UnityEngine.GameObject target, GameCreator.Core.IAction[] actions, System.Int32 index) (at Assets/Plugins/GameCreator/Variables/Mono/Actions/ActionListVariableAdd.cs:26)
GameCreator.Core.IAction.InstantExecute (UnityEngine.GameObject target, GameCreator.Core.IAction[] actions, System.Int32 index, System.Object[] parameters) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IAction.cs:21)
GameCreator.Core.IActionsList+d__9.MoveNext () (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:107)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <7d22f8e71133418c87c7b26ea181f3e3>:0)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
GameCreator.Core.IActionsList:Execute(GameObject, Action, Object[]) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:91)
GameCreator.Variables.d__8:MoveNext() (at Assets/Plugins/GameCreator/Variables/Mono/Actions/ActionListVariableLoop.cs:80)
GameCreator.Core.d__3:MoveNext() (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IAction.cs:34)
GameCreator.Core.d__10:MoveNext() (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:29)
UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator)
GameCreator.Core.ActionCoroutine:.ctor(IEnumerator) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:24)
GameCreator.Core.d__9:MoveNext() (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:109)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

Answer

Seems like you're trying to cast a game object onto a Vector3. This is not permitted. Instead, you need to access the position (I guess you want to store the position of the game objects):

[gameobjectFromVariable].transform.position

Hope this helps!

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Not a bug

FPS Camera Motor (Model hide)

DigitalProphet 2 weeks ago in Game Creator updated by Marti (Lead Developer) 5 days ago 1

Possible bug.
When using a Player model and being in FPS Camera Motor it's all fine.

Experimental Hide character is on. I don't see the character and

everything is good.

Then I use a trigger and an action that swaps player model in runtime as

well as an action that sets the camera motor and hides the new model.

However it seems that the new character model is still not hidden.