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GAME CREATOR MANUAL

Courtesy of CatSoft Studios. Official manual

Game Creator is a set of tools that will help you kickstart your game in matter of minutes. It comes packed with ready-to-use fully animated Characters, a flexible high-level Scripting Language, a complete save & load system with global, local, list variables, and much, much more! On top of all these, Game Creator also comes with a state-of-the-art Module Manager that allows to create, distribute and update extension packages. For example, the Inventory module allows to add a complete (...) suite

Actions: List of instructions Conditions: Branch to different Actions depending on certain conditions Triggers: Respond to events and call Actions and Conditions Characters: Fully animated (and customizable) Non-Playable Characters Player: Same as a Characters but this one is under the control of the user Camera Motors: A collection of cinematic camera behaviors that can be switched between them. Variables: Allow you to store world information Hotspots: Give the player a reaction (...) suite

Game Creator has a collection of built-in tools that allow you to not only develop games faster, but also develop tools for making your games and extending our framework to your needs. suite

ADDITIONAL MODULES
A wide collection of additional modules.

Variable storage, networking management for multiplayer mode or server-side database integration. All system modules can be found here. suite

Give several classes or abilities to your player. According to your gameplay, should he be more a brute, an archer or a magician? suite

A wide usage of variables to make rich user interfaces. suite

SHOWCASE & DISCOVERIES
Glance at community activities.

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Braverz
  • Braverz

    5

    kinda like what I’m doing with my game Braverz.. this is all made with GC and photon

  • Carth
  • Carth

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  • Deathbed
  • Deathbed

    2

    PLAY THIS GAME ONLINE
    STORY
    You are a wealthy old man seeing how your days come to an end. Your viperous family is waiting (...)

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  • FetaKnight experiments
  • FetaKnight experiments

    5

    FetaKnight search his inspiration in the Devil May Cry combo’s
    Here are some combos studies and magical effects.
    And here (...)

  • Makoto
  • Makoto

    6

    Hey all I just produced the first video of the product my team and I have been working on, an Action/RPG titled "Makoto". We (...)

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  • Nanow’s wolf

    2

    Some experiments of Nanow on wolf Ai.
    remarkable work on skybox and reflection effects of the ground.

  • Simple Horror Game
  • Simple Horror Game

    3

    Hey all I just want to show off what I was able to make in GameCreator in a little under a week. This tool is incredibly (...)

  • Sketchy Adventures
  • Sketchy Adventures

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    From the moment You enter the world of Sketchy Adventure You will find out that the so called bird temple has been opened (...)

  • Slash or Burn
  • Slash or Burn

    5

    Deep in the Dungeons of Fire, there will be many Foe, each waiting to battle with you. Some more mighty, and with more skills (...)

  • The Investigation
  • The Investigation

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    SUMMARY
    The Investigation is a small third-person 3D point and click room escape adventure where you take the role of (...)

  • Wirbus watercolored universe
  • Wirbus watercolored universe

    3

    Wirbus live in Poland. He works hard on a personal project. A top down adventure game. His central character makes an inquiry (...)

  • TUTORIALS, GOODDIES & RESSOURCES
    Glance at community activities.

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    Levels and XP
  • Levels and XP

    9

    Until now everything’s been quite simple, right? Let’s spice things up! One of the most frequently asked questions is how to (...)

  • Lockpicking
  • Lockpicking

    8

    If you are reading this means you should already be an expert using the Stats module. This time we won’t be covering a new (...)

  • Poison Status Effect
  • Poison Status Effect

    8

    The Stats module comes with a great tools to create any kind of Status Effect. Here we’ll learn how to create one of the most (...)

  • Regenerative Mana
  • Regenerative Mana

    8

    A lot of games feature some kind of regenerative gauge. It can either be health after a short delay of not receiving damage (...)

  • Simple Health Bar
  • Simple Health Bar

    8

    Health, Energy, Mana, Stamina, ... All these attributes are usually represented as a UI element. The Stats module provides a (...)

  • Strength and Armor
  • Strength and Armor

    8

    Until now we’ve seen how we can output, check and modify Stats and Attributes that involve one single target. But what happens (...)

  • Tutorial - Advanced AI
    Tutorial - Advanced AI

    17

    In this video we’ll be looking at setting up a new and improved Enemy AI. One that takes damage based on the weapon, one that (...)

    Actions

    Do this. Do this. Do this. Complete!

    ___ MODULES USED
    2020-06-10 22:25:04

    Actions are one of the core features behind Game Creator. They allow to animate characters, activate interruptors, move objects, and a long etcetera.

    Creating an Action

    To create an Action, right click on the Hierarchy Panel and select Game Creator → Actions. Alternatively you can also add the Actions component to any Game Object or click on the Actions button from the Game Creator Toolbar.

    Anatomy of an Action

    An Action is a single instruction that when executed "does something". For example, the action Wait puts the execution on hold for a number of seconds.
    Here’s an example of an action called Play Sound.

    When an Action is executed in runtime it will be highlighted in light blue. This is very useful when you want to track which instruction is being executed.
    To add a new Action click on the Add Action button. A categorized dropdown window will appear. You can navigate using your mouse or the keyboard.
    Select which action you want to add and it will automatically be added at the end of the list.

    Behavior Options

    You can configure the behavior of an Action at the end of the component.

    Run in Background

    When the Run in background checkbox is marked the Action will always be executed when called. If the checkbox is left unmarked, if another Actions object is being executed and is set to run in the foreground, the first one won’t be executed.
    In other words, two Actions can’t be executed at the same time if they both have the Run in background checkbox unmarked.

    Destroy After Finishing

    Game Creator is all about fast development. If you want to destroy an Actions object after all its instructions have been executed, mark this checkbox.
    You can accomplish the same behavior using the Destroy action at the end of the container of Actions., though it’s faster this way.
    You can add an Actions component below a Trigger component and let the Destroy After Finishing option destroy both the Actions and the Trigger. Useful if you want to execute it only once, for example, when picking an item.

    Available Actions

    Game Creator comes with a wide variety of pre-made Actions that will help you kickstart your project right away. Here’s the complete list of Actions that Game Creator comes with.
    If you find an Action that is not documented here, please send us a message at hello@catsoft-studios.com and we’ll include it.


    Camera

    Action NameDescription
    Adventure Camera Settings Change the settings of an Adventure Camera Motor
    Change Camera Changes the currently active camera motor
    Culling Mask Changes the Culling Mask of the main camera
    Camera Damping Changes the smoothness in which the camera follows its target destination
    Shake Burst Shakes the camera for a limited time
    Shake Sustain Keeps the camera shaking for an unspecified time
    Fixed Camera Settings Changes the settings of a Fixed Camera motor
    Follow Camera Settings Changes the settings of a Follow Camera motor
    FPS Camera Settings Changes the settings of a FPS Camera motor
    Railway Camera Settings Changes the settings of a Railway Camera motor
    Target Camera Settings Changes the settings of a Target Camera motor
    Change FOV Changes the Field of View of the current main camera

    Character

    Action NameDescription
    Character Attachment Attaches a prefab instance to a character bone or removes an attachment
    Character Dash Make a Character move towards a position. The gradient falloff can be customized as well as its initial velocity
    Character Blendshapes Animate transitioning a Character’s Blend-Shapes. Very useful for creating expressive characters.
    Character Mount Sets the Character in Mount Mode. In this mode, the character can’t be controlled and collisions are ignored
    Character Direction Changes the direction in which the character looks while idle, walking or running
    Character Follow Makes a Character follow a target keeping a distance within a min and max radius
    Character Gesture Plays an animation on a Character once. For more information on Gestures, click here.
    Character Hand Makes a Character hand reach for a target using Inverse Kinematics
    Inverse Kinematics Changes the Inverse Kinematics settings of a Character
    Character Jump Makes a Character Jump
    Character Model Changes the 3D model of a Character, retargeting all bones to the new ones
    Move Character Makes a Character move towards a certain position using the Navigation Mesh, if any.
    Change Property Change a Character property, such as Height, Is Controllable, Radius, ...
    Character Ragdoll Changes the ragdoll state of the character
    Character State Changes or resets the State of a Character. For more information on States click here.
    Character State Weight Change a Character’s State weight or influence
    Character Stop Gesture Forces a Character to stop the Gesture that it is currently being played
    Teleport Instantaneously moves a Character from its position to a new one
    Head Track Makes a Character’s head look at a target using Inverse Kinematics
    Player Movement Input Changes the input scheme of the Player
    Character Rotate Towards Pivot a Character around itself towards a target, using its angular speed
    Set Character default State Sets the Character’s default State

    Application

    Action NameDescription
    Cursor Changes the Cursor image, lock state and visibility
    Open URL Opens the web browser and a specific webpage
    Quality Settings Changes the quality settings of the game
    Quit Game Exits the Application

    Audio

    Game Creator comes with an optimized Audio Manager that reuses audio sources in a ring-buffer so your game doesn’t experience hiccups when playing many sound effects at a time. Audio is divided in 2 categories

    - Music: Background music set in a loop. You can change it by cross-fading between multiple tracks.
    - Sounds: Or Sound Effects. These are small sounds that are played only once.

    Action NameDescription
    Pause Audio Pauses all audio effects
    Play Music Plays a music track allowing you to fade it in
    Play Sound Plays a single sound shot
    Play Sound 3D Similar to Play Sound but allowing you to specify the source of the sound
    Stop Music Stops the background music, allowing you to fade it out
    Stop Sound Force a sound effect currently being played to stop
    Change Volume Changes the volume of the background music, sound effects or both of them

    Debug

    These Actions allow to easily test your game and spot errors. These won’t have any impact on your final game build.

    Action NameDescription
    Debug Break Pauses the Editor
    Debug Message Write a text message in the Console, using a Warning, Information or Error flags
    Debug Name Prints the name of a Game Object through the Console
    Debug Variable Prints the value of a Variable through the Console
    Debug Beep Plays a Beep sound effect generated by the OS (Only works in the Editor)

    General

    Action NameDescription
    Execute Actions Execute an Actions object and allows you to either continue the execution or wait till these Actions are finished to resume
    Cancel Actions Cancels the execution of an Actions object
    Change Language Changes the language of the game. All localized strings will be automatically updated
    Comment This Action does nothing and only serves to write down a note for the developer
    Call Conditions Executes a Conditions object, allowing you to continue the execution of wait till the Conditions are finished and resume
    Dispatch Event Dispatches a named event. More information about Event Dispatchers here.
    Gravity Change the general gravity
    Call Methods Allows you to call any method from any component as long as it has zero or one parameter
    Restart Actions Restarts the execution of the current Actions object
    Time Scale Changes the time scale as well as the fixed time scale. Useful for pausing the game or making a slow-motion effect.
    Wait Waits some seconds before jumping to the next instruction
    Render Reflection Probe Manually renders a Reflection Probe. Bear in mind that reflection probes might not be active due to quality settings
    Store Mouse World Position Raycasts from the Camera to where the mouse points at and stores the result (game object and point) in a Local, Global or List Variable

    Object

    Action NameDescription
    Add Component Adds a Component to a target
    Animate Sends a Trigger, Bool, Integer or String parameter to an Animator
    Animator Layer Changes the Animator Layer properties of a given Animator
    Change Material Change the Material of a Game Object
    Change Texture Changes the Texture of a Material. By default it changes the Albedo texture but can also modify any input texture
    Change Color Changes the Color of a Material
    Destroy Destroys a target Game Object
    Enable Component Enables or Disables a game object component
    Instantiate Creates an instance of a prefab or another game object and places it at a certain position and rotation
    Instantiate from Pool Creates an instance of a prefab and generates a pool system from it to be reused. See Pooling for more information.
    Light Changes the Light properties of a Game Object
    Look At Makes a Game Object face at a target. The Z axis will be aligned towards the target
    Nearest with Component Stores in a variable the nearest (if any) Game Object with a certain component within a certain radius
    Nearest in LayerMask Stores in a variable the nearest (if any) Game Object within a certain radius that belongs to a layer mask
    Nearest with Tag Stores in a variable the nearest (if any) Game Object within a certain radius that has a specific tag
    Physics Apply forces to any Game Object with a Rigidbody
    Send Message Call a method from any component using the SendMessage API
    Set Active Enables or disables a Game Object
    Timeline Plays a Timeline object
    Transform Changes the Transform properties of Game Object, such as the scale, position, rotation and parent
    Transform Move Smoothly moves an object from A to B at a specified duration
    Transform Rotate Smoothly rotates an object to match an Euler rotation
    Transform Rotate Towards Smoothly rotates an object to face a given target
    Trigger Executes a Trigger object
    Explosion Force Adds gradient force from a position that affects all objects within a radius and pushes them outwards

    Save & Load

    Game Creator has a robust built-in save system that keeps track of most important information in order to safely restore the state of a game when loading a previous game.

    Each game save is stored in a slot. Each slot is called Profile and you can store up to 99 different game saves.

    For example, if you save the game at a given point in Profile 3, you can later on reload the game loading the Profile 3.

    Action NameDescription
    Current Profile Changes the current active profile
    Delete Profile Deletes a Profile along with all its saved data
    Load Game Loads the game (either using the current profile or a specified one)
    Load Last Game Loads the last saved game from any profile. Useful when having a "Continue" button in your main menu
    Save Game Saves the game content at the current profile location or a specified one

    Scene

    Action NameDescription
    Load Scene Loads a scene by name. A scene can be loaded as a single instance or additively. Click here for more information.
    Load Scene with Player Similar to Load Scene but also allows to make the Player start a a given location. Useful when a scene can be entered from multiple points
    Unload Scene Async Unloads an additive scene asynchronously and reports complete when the scene is unloaded

    UI

    UI Actions allow Game Creator to interact with UI elements and even create small but useful animations.

    Action NameDescription
    Canvas Group Changes the settings of a Canvas Group over time. Useful for fading in and out entire UI Panels.
    Change Font Size Changes the font size of a Text component
    Change Text Changes the text of a Text component
    Graphic Color Changes the tint color of either a Text or an Image
    Image Sprite Changes the sprite of an Image component

    Messages

    Messages section is a work in progress Actions list that will allow you to display information on screen.

    Action NameDescription
    Simple Message Displays a simple message on top of a UI element. Useful for prototyping conversations
    Floating Message Displays a floating message on top of an object with a certain offset. Useful to display multiple conversations simultaneously

    Variables

    There are mainly three types of Variables:

    - Global Variables
    - Local Variables
    - List Variables

    How Game Creator interacts with them is done through the use of the following Actions. For more information about Variables click here.

    Action NameDescription
    Add to List Variables Adds a new element to a List Variables object
    Clear List Variables Removes all element from a List Variables
    List Variables Loop Execute an Action having as Invoker each of the different elements of the List Variables
    List Variables Iterator Changes the iterator pointer of a List Variables
    Remove from List Variables Remove an element from a List Variables
    List Variables Select Picks an element from the List Variables and store it in a Local or Global Variable
    Gather Components by Distance Fills a List Variable with a collection of objects with a certain component. The list is sorted by their distance to a source
    Variable Random Generates a random value between min and max and stores it in a Variable
    Variable Bool Assign a value of true or false to a Variable
    Toggle Variable Bool Toggles (true to false and false to true) a boolean variable
    Variable Color Assign a Color value to a Variable
    Variable Game Object Assign a Game Object value to a Variable
    Variable Number Assign a numeric value to a Variable
    Variable Sprite Assign a Sprite value to a Variable
    Variable String Assign a text value to a Variable
    Variable Texture2D Assign a Texture2D value to a Variable
    Variable Vector2 Assign a Vector2 value to a Variable
    Variable Vector3 Assign a Vector3 value to a Variable
    Variable Reset Reverts to the default value of a Variable
    Variable Add Add a value to a numeric Variable
    Variable Divide Divides the value of a Variable for a certain value
    Variable Math Allows to perform a Math operation using a string-based formula
    Variable Multiply Multiplies the Variable value by another value
    Variable Subtract Subtracts the Variable value with another one
    EN

    Chaque jeu commence par une idée - un monde à construire, un mécanisme de jeu convaincant, une fonctionnalité dont les joueurs sont tenus de tomber amoureux - mais il faut beaucoup de travail pour concrétiser cette idée. Catsoft Studios vous propose Game Creator pour vous aider à rendre le voyage de l’idée au jeu jouable beaucoup plus fluide.
    Visitez Game Creator