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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 had 2 questions regarding the shooter module. I started by setting up similar guns as you have in the demo. I created a grenade and a rifle.
got most of it setup fine. only 2 minor issues left.
Question 1: I have setup the grenade, and copied the settings from the demo. The grenade i've created seems to have the direction wrong, i was thinking it was the muzzle rotation, but i changed it and it didnt really work as i expected.
Notice in this screen shot the character is throwing to the left, but the Trajectory indicator is going to the right.
When i change the muzzle rotation. it seems to go in the correct direction, but the screenshot below is all i get. the trajectory doesnt grow with time, as it does when its going the wrong direction.
the result is a throw the seems like its hitting an invisible wall. and the grenade ends up right next to the play (not a good sign)... ;)
i would say something is wrong with how i setup the muzzle component, but i've even copied yours and i get the same odd behavior.
question 2: Im using the topdown style of view. and the crosshairs only target the player. not the location of the mouse.
Is there any way to setup the camera so that the weapon is always visible on the screen in a FPS view?
I have tried setting up a FPS player several times but can not get the gun fixed like in a traditional FPS view.
Trouble getting a weapon equiped via the inventory and then retaining the shooter module's player AIM.
I can get hip shooting (not needing to aim and shoot with right button click) working as shown in one of the video's.
Trigger On start to Actions, draw weapon and then having the player aim with camera direction. Looks and works great that far.
However, I can not figure out how to keep that aim style consistent.
I can equip guns with the inventory module and they work fine with keeping the right had click aiming method.
I have trouble getting a weapon equipped with the inventory and then keeping that quick aim working.
I have tried lot's of different triggers and conditions then resulting with the player aim action, but they do not work as I would like. The gun will physically be up and aiming but there is no crosshair and the weapon will not shoot.
I would greatly appreciate some help.
I figured it out again...
I was going about it the wrong way.
Simple solution was to add all my actions to the item on equip via the preferences and then the inventory tab.
Hi, I am new to game creator and have been trying to figure out how to make it do what I want.
I have bought several of the modules and had a look at all of the example scenes.
Right now I am struggling to get the shooter combat scene to have the player take damage on hit.
A point in the right direction would be greatly appreciated. A tutorial more so... ;)
Many thanks in advance to anyone who can help me.
Stats component on the player with "health" attribute set up in game creator's preferences.
Trigger, "on shot hit" on the player object which leads to the action "Subtract attribute health of Player".
Easy peasy lemon squeasy. Game Creator is really great if you dislike writing line after line of code. Enjoying it immensely.
- I need to let the projectile to inherit shooters stat
- i can't see it when aiming
- That's ok in the example，But custom is bad。
- I noticed that the prefab was not created
- The lock and chage Visibility did not take effect
- I can still see the cursor moving across the screen
Thank you so much for the work you have done on Game Creator and the corresponding modules.
As you recently released an update to "shooter" that opens it up for use with Hjupter's multiplayer module I was wondering when we would be seeing documentation or tutorials about how to use them together.
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.
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