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I have an odd thing happening with the shooter module. When i build my game and run it from desktop, my gun fires fine. It also fires correctly when i load a previous save game during that first play session, but if i close the build and then start it again and reload a previous save game the gun will not fire.
What is the range of the fire rate will work in the setting?
I tried 1 - 7 which can see the difference, but over 7 the fire rate will not be increased anymore.
BUT sometimes it works, I tried 60 and somehow it works as expected, and it doesn't work after I reopen the project.
I have read the document but still feeling confuse about this setting.
In detail, I'm trying to make a machine gun, but the max fire rate I can set in GC is super slow, almost like 2 shots in a sec.
It looks like a bug but I'm not sure is there any setting can avoid this problem.
I set the bullet collider into a small size, but it still hit the other object with the distance it shouldn't be.
Here is the bullet size
And here is the video to show the problem
I'm trying to make a side scrolling twin stick shooter with a character aiming around him (like the thief character in Trine for example)
My weapon acts like the Shooter module's Grenade (not straight forward ammo, but using a curve).
But 1) I can't see the Trajectory line, even though I set up the prefab coming with the module, and 2) I can't shoot, even though I set up an input trigger.
How to make a shotgun bullet that spread as a certain angle or shoot more than one bullet when triggered?
I'm using projectile for some ammo, how can I set a team or give tag to ammo so it won't hurt the shooter and friendly object?
Trajectory aim only draws when charging a shot, not when actually aiming. When trying to use this as a laser aiming system (think resident evil 4) I am unable to do this.
Bonus: A way to add an effect/texture where the trajectory hits would be nice.
I have set up a "Focus shot" where if the player has melee focus on a target, the target is saved in a list variable. If the player shoots in with focus, they enter an aiming state which uses the "AimAtTarget" selection (with the focus target variable set as the aiming target), then the player waits for 0.1s, then shoots and stops aiming. With the Unity error pause turned off, this works perfectly. The issue is that when the error pause is on, I get multiple errors while the player is still aiming.
The error is:
NullReferenceException: Object reference not set to an instance of an object
GameCreator.Shooter.AimingAtTarget.Update () (at Assets/Plugins/GameCreator/Shooter/Mono/Classes/Aiming/AimingAtTarget.cs:43)
GameCreator.Shooter.CharacterShooter.Update () (at Assets/Plugins/GameCreator/Shooter/Mono/Components/CharacterShooter.cs:101)
GameCreator.Shooter.PlayerShooter.Update () (at Assets/Plugins/GameCreator/Shooter/Mono/Components/PlayerShooter.cs:17)
When I double click the error message, it opens line 43 of AimingAtTarget.cs.
This error only occurs when using the AimingAtTarget selection. when I use another selection such as aim forward or towards the camera, it works with no errors, but the bullets don't always hit the target. Is there something I am doing wrong, or can the aim at target just not be used this way?
Thank you in advance,
Is there anyway I can custom the weapon scale?
I'm thinking to use the same weapon for different character which they have a different size, but the shoot module only allows to change the position and rotation.
I tried to change the 3D model size, but the module resets the size when I test the game.
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