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Done

(How To) Create a Health Slider (No Answer Needed)

robsdroid215 3 months ago in Stats updated by Marti (Lead Developer) 3 months ago 1

I was up all night and noticed that my Health Slider would not work.

The documentation says to place the Stats Component on 'ANY' Game Object.

For me the slider will only work if the Stats component is on the 'Player' object.

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Prerequisites

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Game Creator 'Stats Module' needs to be enabled

Unity Version: 2019.4.1f1

Game Creator Version: 1.1.9

Below I wrote a document to help others. PLEASE NOTE: I am very new to Game Creator and Unity so keep that in mind.

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Stat = Maximum Health a Player can Have

Attribute = Current Health a Player Has

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Create a Stat

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- Click the Game Creator Pull Down Menu > Preferences > Stats

- Click the 'Stats' Tab > 'Create Stat' button

- Create Stat like below image

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Create an Attribute

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- Click the Game Creator Pull Down Menu > Preferences > Stats

- Click the 'Attributes' Tab > 'Create Attribute' button

- Create Attribute like below image

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Add 'Stats' Component to Player Object

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- Click on Player in the Hierarchy, Then from Inspector Click 'Add Component' Button, Then add the 'Stats' component

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Create and Prep 2 PNG image files for UI use

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- Create x2 small .png image files in your favorite Photoshop like app

- Make x1 Image Red and x1 Image White

(Or download the below Images)

Red.png   
White.png

- Copy these images into your Unity Project

- Highlight the Image in your Project View

- Set the 'Texture Type' for both images to Sprite (2D and UI) then Apply

(To apply just click off the image in the Project Panel and a popup will appear)

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Create your HUD UI

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- Right click in your 'Hierarchy' and Select UI > Canvas

- Right Click your 'Canvas' and Select UI > Panel

- Right Click your 'Panel' and Select UI > Image

- Right Click your 'Panel' and Select UI > Image

- Right Click your 'Panel' and Select UI > Text

- Right Click your 'Panel' and Select UI > Text

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Set your Canvas Layer

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- From the Hierarchy Click Canvas

- From the Inspector > Layer = UI > Click the 'Yes Change the Children' button

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Add 'Attributes UI' component to Panel

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- From the Hierarchy Click your 'Panel' (under your Canvas)

- From the Inspector Click the 'Add Component' Button

- Add the Attribute UI Component

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Configure your 'Attributes UI' Component

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- From the Hierarchy Click your 'Panel' and Configure your 'Attribute UI' like the image below.

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Add your PNG Files

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- From the Hierarchy Click your 'Image - Background'

- From your 'Project' panel Drag your 'White Image' to your 'Source Image' in the inspector

- From the Hierarchy Click your 'Image - Foreground'

- From your 'Project' panel Drag your 'Red Image' to your 'Source Image' in the inspector

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Configure your Fill

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- From the Hierarchy Click your 'Image - Foreground'

- From the 'Inspector' > 'Image' configure like the image below

Note: I did not go over Anchors or HUD design in this doc...

Here is what mine looks like


Also if you don't like 100/100 and want it simply say 100

Change the Value format of the Attribute UI from {0}/{1} to {0}

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BONUS... Not needed for Health Slider

A Damage Pad to test the above Slider

If you want to test your slider, you can create a simple cube with x2 triggers

Trigger 1 

Actions 1

Trigger 2

Actions 2

I hope this document can help someone.

+1
Under review

"Equal" part in Less or Equal value not triggering

JFB 3 months ago in Stats updated by snorbii 1 month ago 3

Hi. 


When "Health" is at 0, the Characters/Players do not die. Only when it's less than 0, is the character's death triggered. Can you take a look at this?

+1
Answered

Modifying stats on player init

Mitch Treece 5 months ago in Stats updated by Marti (Lead Developer) 5 months ago 6

Hey Guys,

Just started diving into GameCreator (+ Stats), seems like a good foundation to build on so far! Was wondering what the best way would be to modify a player's stats on initialization.

I have "base" player object that gets fed data when spawned. This data dictates the player appearance, speed, and other attributes. I want to also add various buffs (or-debuffs) to this data and modify the player object's stat component when data gets fed in. For example, imagine the player data contains a hero class-archetype. I would want to modify base health, speed, etc based on that type.

Assuming I have a list of unique ID's (status effects / modifiers) on the data object, how can I load the effect assets and apply them to the player via code? Also, is there a better way to reference these in the editor besides using the unique IDs? Ideally, I'd be able to have a serialized array field on the data object that I can add the effect scriptable objects directly to.

Cheers,

Mitch

+1
Searching answer

Attribute UI not updating when using global variable

Sander 10 months ago in Stats updated by Phazorknight 3 months ago 9

I've made a simple UI with the stats of the enemy my mouse is hovering over. When using target game object and dragging the object in, the stats work. However, when using global variables, it doesn't. I have a global variable with the game object that was selected. 

0

Specific Status Effect UI

Matthew Bockholt 4 days ago in Stats 0

I would love to be able to display a specific Status Effect in the UI, with a component that is the same as the Stats UI and Attribute UI components. An option to only display it if the Status Effect is active would be nice as well.

Just an idea! Thanks for all the hard work, you're doing a great job.

0

Condition: Compare Stat to another Stat

Matthew Bockholt 3 weeks ago in Stats updated 1 week ago 2

I would very much like to be able to directly compare one Stat/Attribute to another Stat/Attribute. Right now, when using Conditions to compare Stats and Attributes you can only compare them to Global/Local/List Variables and a static Value. Low priority, as there is a fairly simple workaround. Thanks!

--Workaround I'm using for those interested--

1: On Trigger execute an Action followed by a Condition

2: Action - Sync Stat/Attribute to a Local Variable

3: Condition - Compare Stat/Attribute to that Local Variable

0
Answered

"value is less or equal" in stats module not working

snorbii 1 month ago in Stats updated by Marti (Lead Developer) 4 weeks ago 2

Hi! 

Why isnt work this condition? this condition starts with an onstart trigger.
Help me pls :)

Answer

Why are you using an Onstart trigger and not the on attribute change trigger? Do you only want to check the player's health on start?

0
Answered

How to make a damage UI to show the damage?

mo D 1 month ago in Stats updated by Marti (Lead Developer) 4 weeks ago 2

How to make an UI to show damage when being hit?

I'm trying to use the instantiate game object action, but how can I store the damage in the spawned text ui?

0
Answered

Have Attribute UI modify a shader, not an image

ronangalbraithcode 2 months ago in Stats updated by Marti (Lead Developer) 1 month ago 1

We are using the "Health Orbs" package from Unity Asset Store to display Player's Attribute: Health. 

https://assetstore.unity.com/packages/vfx/shaders/health-orb-shader-163254#description

The way you make the orb fill up or drain with health is by modifying PositionUV_Y_1 on a shader (called Health 6 in our example). 

We can't figure out how to make the stat script modify this value. The closest we've come is having Value Scale Y modifying the entire image, but this makes the orb shrink, instead of reducing the apparent volume of red liquid inside the orb. 


Is there any way of having the Stats script modify shader properties? Or any workarounds using Unity's Event System?

Cheers

RG.

0

Ragdoll issues with Synty character assets. Head spin like crazy

Sam Leitch 2 months ago in Stats updated 2 months ago 11

On death. They ragdoll, and i get a null reference for inverskinematics, track info, headspeed and untrack?

They just spin non stop. Example below. If anyone has any tips for me would be much appreciated.

NullReferenceException: Object reference not set to an instance of an object
GameCreator.Characters.CharacterHeadTrack+TrackInfo..ctor (GameCreator.Characters.Character character) (at Assets/Plugins/GameCreator/Characters/Mono/Characters/InverseKinematics/CharacterHeadTrack.cs:42)
GameCreator.Characters.CharacterHeadTrack.Awake () (at Assets/Plugins/GameCreator/Characters/Mono/Characters/InverseKinematics/CharacterHeadTrack.cs:125)
UnityEngine.GameObject:AddComponent()
GameCreator.Characters.CharacterAnimator:GetHeadTracker() (at Assets/Plugins/GameCreator/Characters/Mono/Characters/CharacterAnimator.cs:289)
GameCreator.Characters.CharacterAnimator:Update() (at Assets/Plugins/GameCreator/Characters/Mono/Characters/CharacterAnimator.cs:174)