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When using a the box setting for a melee BladeComponent, the first few frames of the attack use the previous location to start before jumping into the correct location. This can lead to some weird ghost hits.
Fortunately I made a fix for it. Just replace the code in BladeComponent.CaptureHitsBox() with the code here.
This is actually a copy and paste of the code used for CaptureHitsSphere which uses Physics.OverlapSphereNonAlloc except its now calling Physics.OverlapBoxNonAlloc. I honestly don't know why it wasn't used to begin with. I can imagine the facepalm that will happen when this is realized...
Hello, I'm doing a dashing action for the character, the character can dash after other actions / animation to interact with the game object.
However, the dash action doesn't work correctly with melee module. When the character is attacking and input the dash action, the character won't move correctly. The character only dash correctly when the attack animation is finished.
So is there anyway I can stop the attack animation and overrides it by the dash animation?
I have tried another method that add the dash animation into the combo setting, but the character won't move when playing the dash animation. I also like the original way (active dash by trigger key down) because it can add value to control dash length and time.
I have also tried to use condition to check if the character is attacking, but the dash command is only work when the attack is finished which isn't the result I want because I would like the character can dash whenever he is doing.
I modified conditions in combo system of Melee Weapon, so from Condition.OnAir, I added Condition.OnLand with a logic that "melee.Character.IsGrounded()". That means character only attack if he is staying on the ground. The problem is if I press attack button (left mouse, for example) and jump button again and again, sometimes character still can play attack gesture on the air.
Hi, when I switch into target camera, when enemy jumps on the sky, camera will look up to enemy and pass through the floor.
How can I fix this?
I set up a character using a great sword so many of the attack animations are much slower. I've also set up two different combo buttons one for A and one for B. Some of the combo strings combine both buttons.
The issue I am facing is that when I press the button for the next attack the first attack is immediately interrupted for the second attack to start.
I was wondering if its possible to set how long or how much time must pass before a next attack can be started. I tried using the animation in and out but those don't seem to have any effect.
After let character does an attacking, right after Activation phase of animation, I trigger a dash action, but character only play dash animation, not moving. Character only moving with dash animation if it played completely attack animation (include Recovery phase).
How can I dash/dodge right after character finishes Active phase in animation? (ignore Recovery phase)
Melee Clip "On Hit". Adding Call Method, or Execute Action does not let you drop in any object or action.
When adding "on hit" actions to a melee clip, I wanted to run a script by using "call method". The script could not be dropped in the corresponding box for some reason (worked fine when I tested on other areas with "call method"). I then created a separate action with a "call method" and dropped my script in. I attempted to add this to the "on hit" with an "execute action" but it would not allow the action to be added to the box. I am not sure if this is by design, but if it is, how would I run a script from the melee module when a target is hit. Cheers
The on air condition is not registering for the in air attacks i have set up. I tried them each alone thinking the system did not support combos in the air but that was not the issue. I also took the attacks off of a condition and placed them on a regular on key down trigger which thankfully was not the issue. See problem here
I want to spawn particles when the player attack hits anything, like a wall or any game object, but the particles in the effects section arent don't work like this (or not for me) also I tried putting a collider inside my weapon prefab and it works but works all the time jaja, I just that when attacking, is there any way to do it? thanks!!
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