Dreams Bugs šŸœ

With such a huge suite of creative tools, you may encounter occasional bugs in Dreams. Itā€™s really helpful for us to hear about them! If you discover an issue in Dreams, please check to see if anyone else has reported the issue before and if someone has, comment on it with your experiences. If not, post a new bug report here!

Hereā€™s some top tips to help us track down your bug as quickly as possible:

ā€¢ Give us a brief, clear summary of the bug. If necessary let us know what you think should be happening that isnā€™t.
ā€¢ Let us know the exact steps we need to follow to recreate your bug. For example -
ā€œLoad game > go to create mode > search for banana > stamp ā€œsuper cool bananaā€ > the banana didnā€™t load!"
ā€¢ If possible it really helps if you can include a screenshot or video of the problem.
ā€¢ Let us know the release version of the game ā€“ you can find this by having the Dreams icon highlighted on the Playstation homescreen, pressing ā€œoptionsā€ and then ā€œinformationā€. The bit we want is the Version number!

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  1. Keep changes on Keyframe causes easing

    Turning on keep changes causes a single keyframe to have an ease in/out response.

    Reproduce:
    Grab a slider, signal manipulator, timer, and keyframe.
    Keyframe the slider to 1.
    Plug the timer output into the keyframe power.
    Plug the slider into the signal manipulator.
    Switch the manipulator to remapper mode so you can see the graph.
    Play time.

    With keep changes off, you'll see the expected linear transition.
    With keep changes on, you see a slight ease in, and a more dramatic ease out. The value also nearly reaches 1 only half way through the timer output.

    2 votes
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    acknowledged  ·  9 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  2. 4 votes
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    14 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hi Godslayer,

    We’ve looked at your stage (v.1.3.4) and we’ve seen that there are no keyframes or animations listed in ‘attack animation 3’.
    Are you still experiencing this issue or are we looking at the wrong version of this stage?

    Many thanks,
    PeteS

  3. Reference frame, engine and gyroscope

    Hello. Why the reference frame doesn't work with the gyroscope and the engine. I wanted to make a moving object with animation, but if there is a motor or gyroscope, it does not work, or moves to the recording location.And if you immediately put a gyroscope or engine, it is not even recorded.

    1 vote
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    acknowledged  ·  8 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  4. I tried to animate the text box in text displayer go from blue to red(yellow and green route)

    When you do so.... It will go black somewhere in the animation and when it finished it will go back to normal.
    Proof of concept: https://youtu.be/wDz7Gay6htU

    2 votes
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    acknowledged  ·  2 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  5. Animation being deleted

    I made an animation of dolphins jumping in the water. I find that the dolphins complete 3 loops of the jump animation before disappearing, accompanied by the message "object deleted- too far from center of origin". In case it matters, timeline with related keyframes is suspended in the air quite close to the dolphins.
    ā€¢ steps to recreate: load reflection by gawen_3 (https://indreams.me/scene/dQLVwkLnuYk), walk forward until you reach the exit area, and watch dolphins disappear from the nearby water. No other in-game actions are required. Appearance and absence have been observable in play mode, edit mode, and testā€¦

    1 vote
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    acknowledged  ·  3 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  6. Connected objects "ratchet" when recording into one keyframe then another

    As with blended keyframes on a timeline. It's like the child object isn't properly informed it should update its position, going one way. And then going the other way it catches up?

    Also didn't seem to affect playing the animation; just changing the previewed keyframe.

    https://youtu.be/bk7lZp8MfaE

    1 vote
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    acknowledged  ·  3 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  7. Even with 0 rpm on all axis and 0% power, advanced rotator dampening interact with physics of moveable objects (should'nt !)

    The fact that an object has an advanced rotator on it with 100% dampening (and 0% rotation in X, Y, Z, even with 0% rotating power) makes it act weirdly physically.
    The exact same object with 0% dampening power has NO problems at all.

    I put up a scene replicating the bug : https://indreams.me/scene/diqqTqpeebo
    There is a strange interaction between the moving/moveable object, its logic and the other rotating object it's put on. If you go and play the scene above (my set up), it will be quite obvious.

    2 votes
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    1 comment  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hi popeye98800,

    Thank you for reporting the issue, could you please provide us with a video of this issue occurring?

    If possible may we please have a remixable level and made released as public? The link was unable to be accessed.

    Cheers.

    RHR

  8. Respawning triggers seemingly random animation-timelines to play.

    When my character dies and respawns, certain animation-timelines within the logic will automatically play, causing my character to move like crazy as it does several animations at the same time.

    I have removed all wires from these timelines and turned their power off. They will still play on respawn.

    I can create a new timeline and copy-paste the keyframes into the new timeline, and this seemed to solve the issue. However, the glitch just returns after a while. I have read other people having the same issue. One workaround is to create your own custom respawn-logic using teleporters etc. Butā€¦

    3 votes
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    acknowledged  ·  5 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  9. Object that is rotated with a keyframe doesn't move properly when the group it is in moves

    If you record the rotation of an object in a group with a keyframe (using L2 to rotate), the object will twitch to a slightly different position if the keyframe is active when the whole group is moved (presumably because the position isn't calculated properly) For example in my case this happens when I try to animate a steering wheel without an unnecessary connector.

    The video below should explain this better. The number on the screen shows the Y-axis movement of the "steering wheel" relative to the rest of the car. Notice how the number only changes when the steeringā€¦

    1 vote
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    acknowledged  ·  2 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  10. Keyframes blend when not set to do so.

    Placing keyframes directly next to eachother in a timeline with no blend causes them to blend anyway after some time.
    Place two extended keyframes in a timeline set to "loop", place an object and animate it using the keyframes, then wait.
    Demonstration of issue attached (ver 2.17)

    1 vote
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    2 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hi there,

    We’re still tracking this issue but need your help in solving it. If you get the chance we’d really appreciate a response to our earlier comment!

    Thanks,

    PeteS

  11. 1 vote
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    7 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  12. Animating sun direction is now broken

    I had a gadget called "Day Night cycle V2" where I carefully synchronise a Syn&Sky gadget with a rotating physical Sun and Moon.
    It worked well, so that you can have a physical Sun, but synchronised water reflections.
    Now if I edit my keyframes even slightly, it totally breaks the synchronisation.
    Here is a video hightlighting the issue:
    https://www.youtube.com/watch?v=Nfpzo0HiCSQ
    The element is here:
    https://indreams.me/element/okgSmsdsaYq

    Regards!

    5 votes
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    acknowledged  ·  6 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  13. Turning off procedural animations do not turn off idle animations

    When you turn off procedural animations to animate a puppet without other movements interferring, it does not turn off idle animations. It makes it difficult to do basic animations without having the make changes to the puppet itself

    1 vote
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    2 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  14. sliding platform puppet

    when i finished up my custom run animation for the sliding platform puppet it always blurs the screen when you fall off the map or out of scene and i cant fix it whats wrong?

    1 vote
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    1 comment  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hi dodo,

    Thank you for submitting the feedback, however we can confirm this is not an issue. The issue you were describing is by design, this occurs when respawning back into the level.

    Cheers. RHR

  15. Animation bug with joint

    Horse on a deleted basic puppet. Procedural animations off. Moving and colliding off.you see in the video the animation works. When i move the leg manually it works. but after i recorded the moving it bugs out. https://youtu.be/FI7traUwfFc

    2 votes
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    acknowledged  ·  3 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  16. Animation not fully working

    I attempted to make my character wind back to punch, but lately for some unknown reason the puppet only stops halfway before completing the whole pose I made. Itā€™s like itā€™s not seeing the actual pose I wanted it to do. I even tried extending the key frame but it still stops like halfway. Help please

    1 vote
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    4 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hi there,

    We’ve not heard back from you in a while regarding this issue.

    Can I ask if this is still occurring for you?
    If so, any additional information to help us look into this would be great.

    Thanks,
    PeteS

  17. Sky animation is not consistent between play and edit modes

    Recreation Steps:
    open a new element/scene and do the following:
    1. add the sun & sky gadget anywhere in the scene
    2. add a timeline to the scene
    3. add a keyframe on the timeline
    4. while the keyframe is recording change the sky image to 1 under the sky properties tweek menu
    5. stop recording the keyframe
    6. place the keyframe at 1 second on the timeline so that it does not start with the changes
    7. open the key frame tweek menu and select keep changes
    8. play time with R3 and watch how the sky changes
    9.ā€¦

    2 votes
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    3 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  18. Overlapping Keyframes don't function or allow me to animate them

    When I'm trying to overlap keyframes, the base keyframes works. However, when I try to edit the new keyframe, whenever I rotate anything it snaps back to it's original position and won't let me position it how I want or save that position. This glitches out all animations in the scene and makes them a little off, it's severely frustrating because hours of animating work are totaled in a single second when the keyframe stops functioning. For some reason the game will physically not let me edit the animation, this only seems to happen in timelines.

    1 vote
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    2 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
  19. Can ONLY rotate limbs when animating keyframe s

    When animating puppet limbs, I set the first keyframe just fine, then I copy and paste for the Second one but I am unable to actually move it, only rotate it.

    1 vote
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    3 comments  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hi there,

    It’s been a while since we heard back from you regarding this issue.

    If it is still occurring, then could you please respond and we’ll look into this for you.

    Many thanks,

    PeteS

  20. Action Recorder - weird behaviour when trying to animate Puppet

    When trying to animate the position of the puppet's pelvis using the Action Recorder, it also records the position of hands and feet, I don't know if this behaviour is intentional but it's something I've noticed, though very irritating to work with since it ruins the position of arms and feet whenever I animated them previously, forcing me to animate the pelvis first, then limbs.

    It gets even glitchier when trying to undo the changes. The game attaches the animation records towards the hands and feet when animating the pelvis but it doesn't seem to undo the changes alongside theā€¦

    1 vote
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    acknowledged  ·  1 comment  ·  Animation  ·  Flag idea as inappropriateā€¦  ·  Admin →
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