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Game Creator is a great work.
I want to use it in my next mobile game, I can not find way to customize joysticker.
I find that the joysticker prefab store in the Databasegeneral. How can I edit it?
Hi! Yes, you can duplicate that prefab and move it somewhere different than the Plugins/ folder (otherwise it may get overwritten by the next Game Creator update) and modify that newly created prefab.
In order to tell Game Creator to use your prefab instead of the default one, drag and drop your joystick prefab onto the Preferences Window (top toolbar -> Game Creator -> Preferences Window) and under the General tab, you'll see Touchstick prefab.
We were facing a strange problem.
After installing Game Creator on the project on one computer and pushing the project on github when trying to clone the project on another computer we found out that all the Library folder (that contains the Parser, Tokenizer classes and associated meta files) and the two .unitypackage files were missing.
We found out that the culprit was the default .gitignore file.
We solved it by including another .gitignore file inside Assets folder telling it to include Library folders and .unitypackage files.
Is this the way to go or is there another more correct way of doing it?
Hi! This is a common problem. Did you write your own .gitignore file or pulled it from somewhere?
Depending on your project structure, you'll need a different path, but here's how: You probably have an entry that ignores all Library/ folders. Game Creator uses that name to store the Tokenizer and Parser class files, so they get ignored.
To solve this, simply modify the Library/ path and change it to /Library/ (notice the first slash before the name). This will tell Git to ignore all files under Library/ at the root of the project.
If this doesn't work means that you have a different folder structure. Feel free to send us a screenshot of your project's hierarchy and we'll tell you exactly what to modify in the gitignore.
Add a simple "Comment" component that allows us to write simple text in the editor, to better organize our actions, triggers, and conditions.
There's a special Action called Comment that allows to exactly do that. It even grays out the text so it looks different than the rest of the Actions.
Hey, I was wondering if there's a way to unlock the cursor when in a Dialogue by default, or if I can be pointed in the direction to programmatically create this.
Sure! The same way you use the Cursor Action to lock the cursor on screen, you can use it to unlock it from the center.
If your concern is having to do this (among other things) before executing any Dialogue, you can do a technique called tunneling. This consists of creating an Actions object with everything you want to do before executing any Dialogue. Then, create a prefab object out of this Action.
Now, before executing a Dialogue, you can use the Call Action action and reference that prefab. This allows you to later modify the prefab's action list and propagate the effect to all Dialogues.
Hope this makes sense :-) Cheers!
I've got a trigger/action setup that works with animations but not with moving characters to markers. See attached video for more info.
The errors are related to our speech to text processor but I tried what you suggested with a blank project and had no problem. So I went back to my original project, deleted the characters and re-added them and now they work fine. So I guess that solved the problem. Thank you!
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
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