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The walk speed is too slow for me. Don't understand why we can set the run speed but not the walk speed.
When you don't move a character it plays an "idle" animation, but when it moves it plays a "movement" set of animations. This collection of movements are generally called locomotion animations. A character doesn't just transition between idle to walk to run animations, but blends between them; at a certain point, the character might be moving between a walk and a run animation, and it should still look good.
In order to do this, we have to sync the phase of the legs, which is the pacing at which the left leg and right leg stomp the floor. To simplify the whole process, we made it so the walk speed is always half of the run speed, so that the speed difference between [idle to walk] is the same as [walk to run]. Hope this makes sense.
You said it was fixed in 0.9.7 but I don't think it's been fixed. I tested it on terrain and on a plane.
Please see video: https://streamable.com/92isa
Okey, so the problem is not that the footsteps sound effect is played while being in idle, but that the footsteps are played more than once when the Character moves.
This happens because we use blend trees to fill in-between animation clips when the character moves, all "footstep" events get fired at once. This is particularly noticeable when the player moves in diagonal, where the walk-forward, walk-left, run-forward and run-left animation clips get interpolated, but each of them invoke the "on step" event.
This has already been addressed and is fixed in 1.0.1, so I'm marking this issue as resolved. Feel free to reopen it after you update if the problem persists.
I want the Player to hold a ball in First Person. I've set the ball as a child of camera.
I've also tried setting ball as a child of Player, with Hide Player Model toggled off on the camera motor, and the Player model's skinned mesh renderer off. This is what happens, but with the skinned mesh renderer on:
I think the solution is to be able to turn off the camera accelerating and decelerating.
For a detailed explanation, see this post: https://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8
Solution: Check your ball prefab and in the Rigidbody component change the Interpolate property to Interpolate (instead of None).
Explanation: This is due to the Physics engine runs a fixed time step and it's impossible to sync the movement of the camera, which runs inside the main thread. Interpolating sets the position of the Rigidbody every render frame (interpolating the result given by the latests Physics frame), hence showing smooth movement.
Whenever the player collider hits a sudden change in height, the player suddenly moves backwards.
Okay, this one's a bit tricky. The character walking backwards when hitting a wall at high speed should be solved. At least within our internal tests. Feel free to reopen this ticket if you stumble again.
On the other hand, when the character walks into a wall with a small slope on the floor, which is very near the wall, the character might start to jitter. This is not a bug, but part of the wall-sliding we have in place.
Let me explain. When the character hits a ground that is 45 or more degrees, it will start sliding down following the direction of the reflected normal of the collision (aka downhill). For this to occur, we check the inclination of the floor the character is on every frame and store the value.
When hitting a wall with a small slope, it touches the vertex of the slope, randomly returning a value between 30 and 60 degrees. Due to precision returning a value between these, the character will constantly change between a sliding and an idle state; hence the jittering state.
The solution is basically to remove the small slope of the floor.
I am always afraid to update or re-import GC because more often than not, it will create a cascade of problems that takes days or weeks to fix, if they are fixable at all. I downloaded GC about 7 months ago and was really excited about it. I spent several months building my game with it.
Then GC updated itself and each and every one of my triggers, actions, etc ceased to function. Some disappeared entirely. Discord was no help, because no one believed me when I said that the only change that had taken place from when things were working to when they were not, was the GC update. I got hundreds of console errors that weren't there before the update. I was so frustrated that I quit working on my game for 6 months.
A month ago, I started again with an entirely new project, starting from scratch. I imported GC because when it works, it's awesome, but already the problems were beginning. On import, GC doesn't display the standard options. Clicking on the toolbar at the top of the screen shows 'Check for Updates' and 'Reinstall Game Creator' and that's it. You can't do anything but wait for it to fix itself, which may take minutes, hours, or days.
So that brings us to the present. I was having some trouble with the Dialog Module, and in trying to fix things, updated GC to version 9.9 against my better judgement. I shouldn't have done it, because I got hit with hundreds of compile errors about missing assembly references (as if I know how to fix that). So, again against my better judgement, I deleted GC and reinstalled it fresh, and now we are back at problem #1: the options don't show up when I try to use the program, only listing 'Check for Updates' and 'Reinstall Game Creator'. I paid good money for this asset and I'm going to use it-- but has anyone figured out how to get around these problems? I'm using Unity 2018.4.5f1 and always use the latest stable update.
The best would be to report the problem, but don't don't delete the project or the GC Data folder afterwards. Otherwise, we won't be able to ask you for the Console logs, and we'll learn nothing from the report.
Unless stated otherwise, Game Creator updates shouldn't carry any more breaking changes. Of course we can't assure it, that's why we always recommend first making a backup. If things go sideways, you can always revert it back and let us figure out how to correctly update your project.
Each Unity version also comes with engine changes, which need to be taken into account. We currently support 2018.4, 2019.1 and 2019.2, but of course, some quirks my escape our internal tests.
TL;DR: Next time you encounter an issue, open a ticket and try providing as much information as possible so we can narrow down the problem as fast as possible (Console logs, windows that break, ...). And don't delete the project or we won't be able to ask for more info and provide a solution
Does Game Creator include an integrated method to prevent 3rd person camera view from clipping through terrain such as mountains? If not, how would you suggest solving this?
Yes, Game Creator comes with a camera motor called Adventure Camera that prevents it from clipping though other scene objects. Check out the following link for a full list of all the available options for the Adventure Camera motor: https://docs.gamecreator.io/game-creator/game-creator/camera/camera-motors#adventure-camera-motor
First, I want to say thank you for the work. GameCreator is extremely useful and well crafted.
My question revolves around the possibility of implementing the Character and Player in a 2D environment. At the moment I have a working player that I managed to make and work with Game Creator functionalities, but I haven't used a Player object. How can I adapt a Player object with my 2D character, knowing that my character is a 32x32 pixel art that is animated using frame by frame artworks. (That question also works for any other non-player characters that will be in my game)
Thank you in advance for taking the time to answer me!
Thanks Arnaud for your kind words! Game Creator doesn't yet support 2D characters, but there are a few things you can do to suit your needs. In order to recognize an object as the player, simply add the HookPlayer component to your player object.
The drawback is that, by using 2D collisions, you'll probably won't be able to use the Gesture & States system that comes with GC, which is one of the key features. Let me know if you have further questions and keep me in the loop of the dev progress :-)
So far ΛRTΣMΛ has helped me get this working, but the problem is it activates all Triggers that have On Invoke. I've done the following, but I'm looking for a way to choose the triggers that an Animation Event activates:
Added animation to controller
Added Animation Event which calls the function ExecuteTrigger()
(What is the Game Object field for?)
Basic Trigger to play Animation
This is the Trigger that receives the Animation Event. Must put this on the child of Character or Player that has the animator controller in which you added your animation in the first screenshot.
In Discord, you said I should call the function ExecuteWithTarget(), and I believe this is the solution, however, how do I set the Target. The Game Object seems to only take in prefabs, ranging from models to effects to Behavior Actions:
I would highly discourage you from modifying the Animator that comes with Game Creator. Otherwise, when you update to a newer version, you'll lose all your changes.
Instead, try using the Gesture & States system. It's much easier to use. To play an animation, simply call the Character Gesture Action and it will automatically play the selected animation on the desired character. Animation events should work fine using Gestures.
Which is the best video to watch to learn booleans in Game Creator? I want to have an action true or false on a keypress. Thanks.
Hi Dan. Booleans are what is called a primitive type and are exclusive to Variables. Booleans have the particularity that they can only either be True or False. To learn more about booleans, check: https://www.youtube.com/watch?v=9YbgRZvfwas (unrelated to Game Creator, but useful, nonetheless).
On the other hand, Actions can't be True or False. An Action is basically an instruction and doesn't store data.
Hello. I need to spawn object on cursor position when i press ui button. Object should transform position with mouse cursor.
Main problem how to find this cursor position.
I use triger ( on curcor raycast) on button with list variables ( vector 3 ) , but it doesnt work. What i doing wrong?
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