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Hi, I have set "Infinite ammo" to true on ammo but it still needs to reload the ammo...
According to document:
Infinite Ammo checkbox tells the Shooter system to skip checking and subtracting bullets from the magazine. However, notice that, because bullets won't decrease, your clip size will never be reduced and the shooter won't ever need to reload.
Just wondering how can I stop the player reloading? thanks.
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.
While using the side scroller shooter demo I noticed this issue in the screenshot.
This is currently an annoyance as I work on my game, I believe this issue might occur in the melee module too. That's what I've been told on Discord, but I haven't confirmed.
At some points of my map, my character starts randomly aiming up. A whole map is just a big plane and there shouldn't be anything weird going on in terms of that. I'm using "Aim Top-Down Plane" for aiming, and it mostly works fine except for these few random spots. Any idea what could be going on?
When i try to shoot an arrow, after shooting once, the event gets stuck.
I have the events for ammo where i give the player sufficient amount of ammo.
i am clearly doing something wrong here since the example scripts run just fine.
Can any one help to know the problem ?
The character player single shoot remains selected as below and if i click on play icon beside add action, it executes and i am able to shoot 1 more bullet.
i've asked if i can attach a weapon outside of the established bone structure in gc such as head, right hand etc before and you said no.
now can i revise my question to:
how would i go about adding a weapon to any place in a generic player.
scripting is fine too. can i get a general idea about how to go about scripting and which part of GC i have to modify?
I am wondering, how can I start with the magazine full when I pull out a weapon? The way it seems to work now is that each time I pull out a weapon I need to reload before I shoot and this becomes unpleasant after some time.
Your help would be much appreciated, this is the only inconvenience so far with the Shooter module.
Have a wonderful day!
I'm creating a door that leads to another scene of the game. When I pick up a gun and use it, the UI seems to constantly update with the Ammo count as it should, but when I use a "load scene with player" action to go to another level and take out the gun the ammo amount stays the same until I holster it and take it out again. I used the default CommonAmmoUI and a custom UI prefab but both still have the issue.
I try to use the shooter module for the first time but I have an issue, I try to shoot with an ammo which is set to a projectile type but the prefab just stay in place at the muzzle position when I shoot.
The muzzle component is placed inside the gun prefab on an empty child
And this is the bullet prefab
Please guys help me to understand why the projectile is not moving at all
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