Skip to content

Bug Reports

325 Topics 1.8k Posts

Find a bug with hyperPad? Let us know here!

Subcategories


  • These are reported bugs that have been fixed

    71 499
    71 Topics
    499 Posts
    RobinsonXR
    The icon should work. @aPaperWeight But I'm aware that the banner is bugged at the moment, so you're going to have to leave it out unfortunately. Hopefully, this should be addressed soon in an upcoming update.
  • These are reported bugs that we couldn't reproduce and need more context on.Or bugs that are no longer relevant/user has stopped replying.

    27 129
    27 Topics
    129 Posts
    Aidan_FireA
    Bumping in case it's been missed. Projects won't be able to have custom load screens if they use BMFonts.
  • These are reported bugs that are not actually bugs. It's just the way hyperPad works.

    24 205
    24 Topics
    205 Posts
    MurtazaM
    @Alexwolf01 said: The button is between my screen and I can’t move it or delete it and yeah, I found a lot of bugs like this it’s so annoying. You should create your own thread with the bug rather than reply to a 4 year old thread that is unreleated. But make sure you're on the UI layer. By default buttons are added to the UI layer, and you can't interact with them until you switch to that layer.
  • Shoot: Emitter Position = Broken

    2
    1 Votes
    2 Posts
    612 Views
    Aidan_FireA
    EDIT: Just checked it out. Yep pretty sure it is broken, so some update must’ve broken it. I haven’t worked with bullets since they were in metres though lol. @Deeeds You changing it with behaviours or using the editor? If using behaviours, try use the Restart Behaviour option (assuming you’re changing with set input field). I worked with bullets a while ago, so unless an update broke them I’m pretty sure they work properly, unless you change the graphic of the object that shoots to something with different resolution, then it might get messed up. I’m pretty sure it’s not relative to the object size at all, I think it’s metres from the bottom left corner of the object.
  • Scale By -> Percent -> Negative values wonky

    11
    0 Votes
    11 Posts
    3k Views
    MurtazaM
    Scale By is based on the current scale of the object, and Scale doesn't take the current state into consideration. So Scale By, will scale the current (default 100% scale) object by 100%. Making it 200%. If you have Scale to on the same object and set it to 100% it will do nothing since it's already at 100%. If you want to make it the same size as above then Scale to 200%. But, if you're dealing with an object that has already been reduced. Say to 50%. Scale by 100% will scale the object by an additional 50% making it a total of 150%. If you use Scale to 100%, it will make your 50% sized object back to it's original 100. I guess think of Scale To as setting the scale, and as Jack said, Scale By is adding to the current scale.
  • Frame Rate Slow Down...

    24
    0 Votes
    24 Posts
    8k Views
    Aidan_FireA
    @Deeeds I got the wrong idea. I haven’t had this problem, which was why I was asking for a link so that I could try to replicate it.
  • Particles are Broken

    5
    0 Votes
    5 Posts
    1k Views
    Aidan_FireA
    @Deeeds I mean RESELECT. Either there’s something wrong with my fingers or my Autocorrect is conspiring against me.
  • Loop -> Conditional -> Comparison Operators reversed

    3
    0 Votes
    3 Posts
    876 Views
    HamedH
    Oops missed this one. Sorry.
  • Particle Emitter Set Input Field on Anchor Position.

    1
    0 Votes
    1 Posts
    453 Views
    No one has replied
  • Particle Emittance Not Interpolating between frames

    3
    0 Votes
    3 Posts
    700 Views
    D
    @Aidan-Oxley The way the particle emitter rotates with an object is also a problem. It shouldn't change the previously released particles with respect to its location when the emitter is rotating with the object. This is a different mode of particle movement known as "particle system movement" where the particles move relative to their emitter, not to the world space. So no, no way to make a trailing particle system and enjoy the benefits of rotation to overcome the lack of interpolation, unfortunately.
  • Became Idle only works once...

    16
    0 Votes
    16 Posts
    3k Views
    D
    @Aidan-Oxley I've already done all that. My point is.... it is a bug, and this is the bug reporting section of the forum.
  • Rotate Screen has bugs

    3
    0 Votes
    3 Posts
    877 Views
    Aidan_FireA
    @Deeeds I don’t know what you mean by this. I just tested having a label on a scene, constantly getting its position and setting its own text display to its x or y position, then I rotated the screen and it’s x and y position stayed exactly the same. EDIT: I forgot about the animation part of what you said, sorry.
  • 0 Votes
    1 Posts
    370 Views
    No one has replied
  • Unable to add icon or screenshots, trying to upload project to hub

    13
    0 Votes
    13 Posts
    3k Views
    KamdroidK
    @Aidan-Oxley No idea, I just took them as a normal screenshot, worked for all my other projects. It might be because I updated to iOS 11
  • Screen to object default anchor is wrong

    1
    0 Votes
    1 Posts
    434 Views
    No one has replied
  • Non beta bugs

    4
    0 Votes
    4 Posts
    1k Views
    iTap DevelopmentI
    @Hamed great!
  • Ad Preview Inconsistency

    12
    0 Votes
    12 Posts
    3k Views
    iTap DevelopmentI
    @Jack8680 said in Ad Preview Inconsistency: @GameCRAZY not yet, just the hub for now. I have exams coming up over the next few weeks, I'll probably publish over the holidays once I have a more secure server set up and better graphics (and maybe better music). I like the music!
  • Scene Logic is Screwy

    6
    0 Votes
    6 Posts
    2k Views
    MurtazaM
    @Miniwolfen said in Scene Logic is Screwy: @Hamed i try but no one ever responds and now it's happened to me If you fill out the personal support form we will respond within 24 hours. Just make sure you fill out the personal support form as that is the most reliable way of your email getting to us.
  • Spawn with area

    4
    0 Votes
    4 Posts
    1k Views
    HamedH
    Okay let me take a look. Thanks for the example
  • Crash array spawn timer

    6
    0 Votes
    6 Posts
    2k Views
    S
    Oh, ok thank you.
  • Behavior deleted

    13
    1 Votes
    13 Posts
    3k Views
    iTap DevelopmentI
    @Hamed ok great! Thanks for fixing!
  • Using an if with an inner array causes a crash

    2
    0 Votes
    2 Posts
    650 Views
    HamedH
    This should be fixed in the next update
  • Sound Volume Set Input Field

    7
    0 Votes
    7 Posts
    2k Views
    TutorialDoctorT
    @Hamed The issue is that the sound keeps getting triggered on each restart. Although the volume does go down each restart. If there were some sort of set_volume behavior that may work. Or I guess, what do you mean by setting the input field of the audio volume? Don't use a Play Sound behavior?