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Loving Game Creator and the Melee module so far, been playing around with it nonstop but quick question:
I know there is a sword motion character state, as well as blocking animation clips related directly to sword blocking but wondering if I'm missing anything that directly relates to shield movements. I'm thinking blocking with a shield on the left hand (either raising or lowering shield) that isn't tied to the right hand sword. If so, please let me know where I can find these and if not do you have any starter directions for me to get this set up?
Thanks in advance!
for example, how to draw out the sword and shield equipped.
Hi. I'm closing this issue as it has already been dealt with on our end. We've created a new Action called Equip Shield that will exactly do that. The only limitation is that it requires a weapon equipped first.
The update should be live tomorrow, which will contain this new Action.
In Melee demo scene,when you press left shift (Trigger_Evade Action) it moves forward with animation,i couldn't found where this animation is assigned,
i want to create new animation like that without attacking,however i cannot assign animations for these.
Here the screenshot,please tell me where the rolling forward is assigned for this operation?
How can we give multiple damage for 1 animation?
It looks like enemy receives only 1 damage even my animation has 2 hit
I want to change camera target to different target by programmatically or by using something else,i want to change it dynamically while game running.
how can i do that?
This is a question related to how the Photon Network works, which I have very little experience with. Once you get the instantiated game object, simply store it in a temporal global variable by doing:
First create a global variable called "spawn-point" of type Game Object.
Then, use the following line to save the instantiated game object into the global variable:
Now that your reference is stored, you can use it to change the camera's target, using the Target Camera Action and set the "Look At" field to Global Variable and select the "spawn-point" option.
What you'll need to look for is how to get the instance of the prefab using Photon Network, but shouldn't be difficult.
Trying to change A to B, not working. Whats happening?
I'm also getting this error
NullReferenceException: Object reference not set to an instance of an object
GameCreator.Melee.CharacterMelee.OnReceiveAttack (GameCreator.Melee.CharacterMelee attacker, GameCreator.Melee.MeleeClip attack) (at Assets/Plugins/GameCreator/Melee/Mono/Components/CharacterMelee.cs:531)
GameCreator.Melee.CharacterMelee.LateUpdate () (at Assets/Plugins/GameCreator/Melee/Mono/Components/CharacterMelee.cs:164)
this one too
UnassignedReferenceException: The variable exitClip of CharacterState has not been assigned.
You probably need to assign the exitClip variable of the CharacterState script in the inspector.
GameCreator.Melee.CharacterMelee.ResetState (GameCreator.Characters.CharacterState state, GameCreator.Characters.CharacterAnimation+Layer layer) (at Assets/Plugins/GameCreator/Melee/Mono/Components/CharacterMelee.cs:605)
GameCreator.Melee.CharacterMelee+d__95.MoveNext () (at Assets/Plugins/GameCreator/Melee/Mono/Components/CharacterMelee.cs:240)
UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at /Users/builduser/buildslave/unity/build/Runtime/Export/Scripting/Coroutines.cs:17)
GameCreator.Melee.ActionMeleeDraw:InstantExecute(GameObject, IAction, Int32) (at Assets/Plugins/GameCreator/Melee/Mono/Actions/ActionMeleeDraw.cs:26)
GameCreator.Core.IAction:InstantExecute(GameObject, IAction, Int32, Object) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IAction.cs:21)
GameCreator.Core.d__9:MoveNext() (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:107)
GameCreator.Core.IActionsList:Execute(GameObject, Action, Object) (at Assets/Plugins/GameCreator/Core/ScriptableObjects/Interaction/IActionsList.cs:91)
GameCreator.Core.IActionsListEditor:OnInspectorGUI() (at Assets/Plugins/GameCreator/Core/Editor/Interaction/IActionsListEditor.cs:204)
GameCreator.Core.ActionsEditor:OnInspectorGUI() (at Assets/Plugins/GameCreator/Core/Editor/Interaction/ActionsEditor.cs:72)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:187)
Hi Aeon; I'm marking this issue as resolved, since the code has been fixed on our end. The update should be live between tomorrow and Wednesday. If there are any further issues, let me know :-)
Hello, I am having a issue with trying to set the global variable for Drawing a weapon to a saved variable.
Is there a way to draw last weapon or store the current weapon?
What I want to do is After picking up a Box and carrying it, I want to put the weapon away and then once I put the box down I want to draw that same weapon.
Hey, I'm marking this issue as resolved. I've added a checkbox in the Draw Weapon Action called "use Previous Weapon". Checking this will draw the last used weapon and shield (if any).
The update should be live between tomorrow and Wednesday. If there's any issue, just let me know :-)
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