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.
I have CG, Inventory and Shooter and I have seen that in Shooter there is a crosshair. But I want to have a permanet crosshair where I can select objects ingame (like Minecraft and ARK).
What is best process in doing this?
The Accessibility Module provides a permanent crosshair, but doesn't provide the ability to select objects. That would require some coding.
I have an action, which switches the camera between two camera motors (one behind each shoulder of the character). You have added the property "Initial Direction" in version 1.1.1 of GC to the third person camera motor so that the character faces the direction of the camera when switching to it. I now have the strange problem, that when switching between those two camera motors, each time when I switch, the camera looks a bit upwards to the sky. I try to make a video so you can imagine of what I am talking about. With GC 1.0.7, before these changes with the initial direction, this does not happen.
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Same as in 1.0.7.
I'm marking this ticket as complete. I've just finished adding a new option in the "Adventure Camera Settings" Action that allows to smoothly change the values of both the pivot and target offsets. It will be available in the upcoming 1.1.3 version. Here's a small video capture.
And here's how the Action looks like:
If you have further questions, please let me know. Cheers!
I have customised the floating message prefab, just changed the sprite to something else and changed the font.
I've set the default prefab in the GC prefs, but when the message shows in the game it doesn't show the prefab, just the default slanted one.
This is what is shown in the game.
But this is what the prefab looks like
This is the inspector.
It does look like it's picked up the new font. But perhaps it's being slanted somewhere that I can't see.
What's the correct way to use the Call Method action to call a method from a custom script? I want to have my 2D player prevented from moving during dialogues, so I thought I'd use Call Method to call a method in my player controller at the start of the dialogue to disable movement, and again after the dialogue to enable it.
However it doesn't work, and I can't see that the Call Method is even being actioned.
My method in my script is this:
public void StopMovement()
print("Stopping Movement !!!!!!!!!!!!!");
My Call Method action shows this. When I select the script name from the asset list it immediately changes it to the name of the public function. I'm not sure if this is by design, as it's the only public method, or a bug.
I've tried it with and without the StopMoving string in MonoScript.name.
No matter what I do the PRINT line in the public method is never actioned, though it works if I call it from another custom script.
Your StopMoving script must be attached to a game object. Then, drag that game object onto the Call Method's bottom field and the dropdown should provide a list of all available components in that game object. Choose your component name and select the "Stop Moving" method.
I've bought Game Creator for 2 seats, I wanna download release from here but dont have permission.
How can i connect unity account with yours?
Thanks for reply
Cannot seem to make a sound effect work when I hover my mouse over the UI.
I used the "On Mouse Enter UI" Trigger and the "Play Sound" Action attached to said trigger but, nothing happens.
basically custom made animations, no matter what rig or what tool or what export used (i used the game creator character and did the animation in umotion just to check) it would play the animation really choppy and start several frames in basically only playing like half the animation (using play gesture)
i tried with umotion, blender, exporting with different fbx types and settings, exporting as clip and fbx with umotion,
as well as ticking literally every option available with the animation import window etc
non custom animations and mixamo ones worked but self made and self keyed ones didnt.
also tried several different keyframing methods like rotation / whole character and such.
i posted this wayyy back in the discord and got ignored so the memory is hazy but i remember trying all kinds of things and different methods for a couple of days straight.
since it put my project on a dead hold, i stopped using game creator and switched to playmaker. it works perfectly now, i use the unity animator for playing the animation now and have no issues. so im confident that its a gestures issue.
heres the action btw
How can i make a character follow a smooth line path?
Ive been using markers but i find its really linear and point to point, maybe you guys could implement something like this?
I want my game to run on Android and IOS. I want to know if game creator includes virtual joysticks and virtual buttons. It's unacceptable that game creator doesn't support virtual joysticks and virtual buttons. Do you want to join in the future? Will you join minimap? Do I decide to buy game creator due to these direct impacts? I've sent you two emails to inquire about game creator I'm going to buy game creator and wait for your reply
Game Creator has a Virtual Joystick that is automatically shown when you use Game Creator on an Android or IOS device.
The Accessibility Module comes with additional Joysticks, Actions to control the Joysticks, and configurable buttons. Plus, the UI Components pack for Game Creator has a drag and drop MiniMap. This should cover all your requirements to build a Game for Mobile using Game Creator.
I'm usually working with prefabs. Sometimes I need to change component or values for the prefabs from the scene and apply the modification I made to prefab by right clicking the component/values and apply to prefab. But in game creator component, i can't right click and use that option. Its really slow down my productivity and unintuitive for me.
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