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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.
Currently it doesn't work with FPS arms because it expects a humanoid model.
Please make it work with FPS arms. I don't think it'll be hard. The Weapon and Ammunition objects just need to be more generic. Also, under 3D Model where you insert a gun to be attached to the hand, that isn't necessary, because the 3D Model should be parented to the Main Camera.
The following free asset is really good as it has everything from animations to sounds. It has 2 weapons, so you can set up draw and holster weapons, which I'm having trouble with. I've seen a developer use it in a tutorial video as well, so maybe you can make a video and kill two birds with one stone :) https://assetstore.unity.com/packages/3d/props/weapons/low-poly-fps-pack-free-sample-144839
For the Weapon object, I think it'll be useful to add a "On Aim" and "On Ease" action list like what you have in the Ammunition object.
You are mixing two complete systems. Game Creator requires a certain set up and the example that comes with the package you mention is set up differently. How Game Creator camera works is by copying the Player's position and rotation and transferring that data to the main camera. So, the idea is that the Character/Player moves around the scene, and it's the camera that follows up.
For the hands to point to where the camera looks at, we have created a forward kinematic algorithm that procedurally bends the spine and shoulders of the character. Your 3D model should be a humanoid in order for Game Creator to read each spine bone and apply the correct rotation.
If you want to use a non-humanoid character, you can still do, but you'll have to get creative. You can hide the Player/Character model and use the other package's set up (parenting the 3D model under the camera) but you are not getting access to the Muzzle Component, which is required in order for the Shooter module to know where the tip of the gun is and its direction.
Using a non-humanoid character that requires up/down movement is not doable at the moment. I'm opening a ticket, but it's not something that can be easily changed.
I get strange stutters and camera behaviour when using the Game Creator ''Player'' and set it to FPS. The setup is as following;
1 Create an ''Player'' In an empty Unity game and place it on an simple Box mesh
2 add an ''Camera Motor'' to the Player'' and link it to the main camera.
If I build the game it even gets worse in the final Build version! Movement buttons W.A.S.D. get mixed up and the camera shakes all over the place in an final build. It is impossible to control any movement at all.
I don't know why this FPS is not working? I hope I do something wrong and can fix this issue.
Including content: Video of the behaviour in editor, plus 2 pictures showing the setup.
The Camera motor should not be added to the Player. Instead, create an empty game object outside and place the Camera Motor there.
If you create the motor inside the Player, it will add the Player's movement on top of the motor's motion, showing this stuttering effect.
I would like to display the number of ammunition of each type (gun, assault riffle, ect ..) all the time. How can I retrieve the number of ammunition to display them even when the weapon is not equipped?
Fairly easy. You can use the "Ammo UI" component for that. Simply add this component to where it makes sense (probably in a UI game object) and select the target Character you want to track ammo from (Player, most likely).
You'll need one "Ammo UI" component per each tracked ammo.The Ammo asset has a "Unique Name" property at the top. This is a unique identifier that identifies the ammo. For example, the Revolver's bullets ammo asset may have an ammo identified by "ammo-revolver". You'll need top copy this text and place it in the Ammo UI current ammo id property. This will tell which ammo type to track.
All that's left to do is drop in the Text component you'll use to display the ammo count. Every element is optional, so no need to fill them all. For example, if you want to just display the total amount of bullets you have in your gun's clip, drop a Text component onto the "Ammo In Clip" field.
"Shooting Projectile Type is the easiest to set up. It instantiates a prefab, defined by Prefab Projectile, where the muzzle is and moves it forward."
Im trying to launch a simple sphere from a muzzle, once shot it either; Stays still in space or droops down from muzzle (when rigid body applied)
i want it to shoot forward, what am i doing wrong?
Sad, no Black Friday for modules like Shooter
Very sad and crying as I had to spend lots of money on other stuff on sale.
Still bought it anyway, also with photon. I will get back here soon to tell you what I think.
I'm running into an issue with the Shooter module related to equipping the bow with Synty Polygon characters. There's a strange twisting motion in the torso happening. With some characters the bow is not visible. I've tried the Pirate and Modular Fantasy Hero assets. Any help or guidance would be appreciated.
Side note, thanks so much for your hard work in developing Game Creator and the modules. It's helped me to jump miles ahead in my game development progress.
Hello, how to make a shoots like M16? Shooting from a gun is leftmouse once pressed action. And I want to hold left mouse button and make a burst shot.
We're glad you're asking this, since it was a bit more complex to set up, but with the latest Game Creator version, it's piece of cake.
You know that you use the Trigger "On Mouse Down" to detect when the Left Mouse is pressed in order to shoot a single bullet, right? Instead of using "On Mouse Down", change the Trigger to "While Mouse Down". This will constantly execute the Action associated as long as you press the mouse button. Thanks to the Weapon's Fire-Rate property, the gun won't be shooting more bullets that it's intended to.
It was added on the last update, so if there's anything wrong, feel free to reopen this ticket :-)
hello, can you show some example how to fire from aiming state and then zoom weapon and fire through the fly of the weapon?
I've created a new topic from your question. Please make sure to create separate topics for each questions. This will help us keep things organized.
Regarding your question, it's quite easy! For example, imagine you want to zoom in using the O key and zoom out using the L key (you can later customize these with the keys you want). All you need to do is change the Field of View of the camera to simulate the zoom in/out.
To do so, simply create a Trigger On Key Down with the O option selected. Make it call the Action "Camera FOV". FOV means Field of View.
The default Field of View is 60. Changing it to 30 means it will squeeze the scene elements to fit inside your frustum. This means that everything appears closer, but you loose the sense of depth. This is exactly how lenses work.
So to zoom in, use the Action Camera FOV with a value of 30, and to zoom out, a value of 60. Hope this helps!
Hi developers, you are geniuses! Thank you for the wonderful product, but I have one question. The situation is this: I created another slot for weapons. And that, I have the first slot for the machine gun, the second slot for the pistol. Wearable weapons without any problems. But then I posed the question of a quick change of weapons on the buttons 1,2,3, etc. .... How do I let GC understand what I want from it? And I want that when you click on the number 1 - get the weapon from the first slot, and by clicking on the number 2 - get from the second slot. Can you help? If this functionality is not yet available, tell me when to expect a new version of Inventory or Shooter with this functionality?
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