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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.
This is SOOOOO much better than Discord for a support tool. Well done (Thumbs Up)
I actually had these fields as "Required" but I usually get slightly frustrated when for a given question doesn't make sense to full a required field, so I left it as optional. Thank you for the kind words!
I set out below the desired features of a new v2 Inventory Module OR an Advanced Inventory Module:-
- Customisable items at runtime which are loadable and saveable from Inventories (see below) or Containers;
- Items customisable at runtime in the following ways:-
- Socket Items and sockettable items;
- Multiple Socket item types;
- For example, gemstones, runestones, talismans etc
- Affixes (prefixes, generic affixes, suffixes); and
- Multiple Affix types (including substance item made from – metals, woods etc);
- Affixes effect customisable item name (save and loadable) – so a Sword could become a Holy Elven Rangers Steel Fire Sword of the Lion etc.;
- Enchantments and Upgrades.
- (a)-(f) effect rarity, price, buy price and sell price, item properties
- Multiple Inventories (not just one) for Player, Characters or Enemy Characters, NPCs, Monsters, Traders and Merchants;
- Multiple Currencies and conversion;
- Example – 10 bronze pieces = 1 silver piece, 10 silver pieces = 1 gold piece, 10 gold pieces = 1 mithril piece etc etc
- Craftable Items – from more than two other Items - and Recipes to allow for this;
- More than 32 Item Types and SubTypes or Categories and SubCategories – so perhaps based upon ScriptableObject ‘types’ – any number of which can apply to an item – and searchable and filterable by types and more than one type;
- Support for both Fixed Meshes and Skinned Meshes allowing/simplifying Character customisation at runtime; and
- Wizards/Editors to support all the same and creation of Items, Equippable Items, Currencies, Socket Types, Affix Types in Editor mode.
I need to check if my Character state is different from the default one. (I'm talking about the animation)
in particular, this things is needed 'cause when he draw/wield a weapon, he have to assume a position and when he sheath the weapon, he have to change state and also run some actions.
Also, because of many different States, i need to use != from default instead of ==
About that, from time to time I fill the need of != operator 😅
Anyway, I think that I could workaround it, but having that kind of Condition would be awesome ☝😁👍
The idea would be using a boolean or an integer Local Variable to know at which "state" your character is; having a sheathed weapon, holding a hammer, holding a sword, etc...
However, you mention you miss having more "different" comparators instead of equals. Every time this happens, would you mind dropping them in this topic? I can easily add them :-)
PS: How did you add emojis to your text? I thought it wasn't possible to UserEcho!
When will the update to 0.9.7 be available and will there been any breaking changes?
No breaking changes planned. Most changes are about squashing bugs and improving performance :-)
Hi everyone! This is the first Game Creator support topic. Feel free to ask your questions here, but remember to search for them beforehand. Some user might have had the same question as you and may already be resolved.
As for rules, just use common sense. Help us help you providing clear reproduction steps and screenshots, as well as provide us with the Unity and Game Creator versions you're using.
Cheers and happy game making!
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.
here are my thoughts about what Inventory 2.0 should handle:
- Hotbar/Quick Bar - It's either a quick access or the pockets of your character. I personally use this as where the player can activate a slot (equip an item) while when the inventory is equipped, you can't click to equip in the inventory.
- Number of slots available in the inventory - Basically a setting to state that the inventory has a base of XX slots (quite easy, it defines how many Slots are instantiated in the GridLayout on the canvas. And no, people don't like a weight system :D for the dev it involves always calculating and not forgetting. For the player it's just an annoying limit (which can be here anyway for RPGs!) - this point introduce the notion of: Inventory full
- Extensibility of the inventory size as mentionned in #1 - Quite basic too, imagine the player picking up a bigger bagpack that will raise the number of inventory slots by +XX
- Inventory organization - That is something I also implemented (#1 and #2) and I can share with you the code for that for inspiration. So it allows to move slots in the inventory or from the inventory to the hotbar and vice versa. it goes well with the hotbar concept. Imagine the hotbar having the slot 5 selected (that's your currently selected weapon for example). You can move you item from inventory slot 8 to hotbar slot 5: it will equip that item. move item from equipped slot in the hotbar to empty slot in inventory or hotbar: move the item and unequip. Move from slot to another slot that is already occupied by an item: swap their position. It basically stick the item to your mouse position and then decide on what to do when you click on another slot. It resets it to the original slot if you close the inventory or click outside of it.
- Items stats + custom fields - Be creative but give the dev the possibility to set additional fields for item stats (IE: int. +10 // Firepower: 500 for a gun)
- Tooltip - this is also extremely important for any rpg/survival game. Think World of Warcraft, Diablo, Divinity, literally any RPG around here
- Other way of equipping - An alternative option instead of left clicking an item to equip/consume, it could be a right click button that shows a context menu (useful if we use left click to re-organize items. But you could also have a little lock button in the inventory to allow re-organization of the inventory and keep the left click for consume)
- Stacking limit and allowing multiple stack of the same item: This is really important to have. Many many games have that. So it is simply to limit that for example the item Wood can only be stacked 10 times. if you have 10 woods in a slot and pick-up 1 more wood, it will occupy a second slot. It can trigger an inventory full message
- Containers: Same rules as inventory - Slots amount limitation, re-organization, stacking limit (should be on the item anyway), naming the container (so the player can have maybe a wood container, a rock container etc. It doesn't limit what kind of items you put in there (even though it could be interesting) but just a name for the player to see
- Containers owned by the player - To be fair I did not play with Containers yet but in case it is not how it is: some defined containers should the Player's inventory extension. So for other systems to look into the player inventory will check also the containers content (example in #11)
- Crafting evolved - Crafting should be kept simple but the option should be given to look up for more than 2 items to craft and this should be in an external GUI with blueprints possibility. Blue prints is for example a gray item in the Crafting UI, when you click on it you can see the requirements. The crafting system checks the player inventory (AND ITS CONTAINERS!!) and if the components are there, the crafting button is not greyed out for example
- On death prefab drop - simply a prefab item that the dev chose to have when the player dies. It basically drops the content of the inventory on the ground where player died and if the player pick-it up it restores the inventory (the container inventory is of course protected - think Minecraft
I'm sure I forgot things or will have other ideas, but here is my first version
When installing GC in Unity 2019.2.1f1, only two error appeared and the GC toolbar didn't.
Changed GameCreatorToolbar.cs as below.
line 103: SceneView.duringSceneGui += OnPaintToolbar;
line 115: SceneView.duringSceneGui -= OnPaintToolbar;
Saved and toolbar then appeared.
onSceneGUIDelegate is obsolete. Suggest next version of GC includes this update for future compatibility.
First i create an varible
Then i go and create a action and chose the vaible, it looks fine
Untill i select it, then it ads a "-" in front of my varible, so it cant access it.
To get this to work i have to create a new varible with a "-" that it will reference in the action. So i end upp with 2 varibles, one a dummy and one with a "-" infront of it that it uses.
My characters are often turning their head (hotspot/Head look at) in unnatural ways which breaks this feature for me as such movements would break their necks in reallife.
Using Mixamo rigs. A sensitvity slide/decrease would be awesome.
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