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. text displayer can be moved even when the text displayers option aint open or hasnt been selected.

    what it use to be was to move a text box you need to select it or open its menu, now while in play mode you can always move it no matter what, this is annoying when its a big text box on the screen and always getting in the way of interacting with anything else.

    23 votes
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    bugged  ·  13 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  2. Destroyer wired affected objects ignored

    A destroyer gadget will ignore wired affected objects when placed on a chip that is affecting an object.
    If the affected object(s) output is wired then the inheritance from the microchip should be ignored instead.

    Steps to reproduce:

    Stamp a shape
    Attach a microchip A
    In the microchip place another microchip B
    Place a destroyer on A or B
    Wire the affected object(s) output with microchip B
    Hit play
    Notice how your shape disappears entirely
    Expected result is only microchip B getting destroyed

    Either ignore the inheritance from the parent entirely or add an option to decide what behavior youā€¦

    5 votes
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    5 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  3. Wire Blend on Wireless Transmitter is Broken

    Please see attached photo...

    On the first microchip:

    The wireless transmitterā€™s input is set to ā€œWire Blend - Blendā€ so itā€™s averaging out the inputs (0.5 and 1.0) as 0.75 and displaying it properly on the gadget itself (75% of the gadget is filled).

    However, the wireless receiver is receiving the sum of these values (0.5 and 1.0) and as a result, it is outputting 1.5.

    On the second microchip:

    Iā€™m using an intermediate value slider before sending the signal into the wireless transmitter.

    Again, itā€™s averaging the inputs (0.5 and 1.0) as 0.75, displaying it on the value slider,ā€¦

    5 votes
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    bugged  ·  4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  4. Wireless receiver outputs a signal when powered rather than when a signal is received


    1. Place a wireless receiver and power it with, for example a press of the cross button.

    2. Make sure it does not receive a signal, so have it set to receive a signal from a different button press or has no transmitter set at all.

    3. Attach the output of the wireless receiver to the add input of a counter with a target of 5.

    4. Start the scene with R3 and press X to power the wireless receiver.

    5. View the counter, it will have gone up even though it has received no transmission.

    6. If the receiver has no transmitter set, it willā€¦
    5 votes
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    3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  5. "And-Gate" + "Wireless Transmitors" Problem

    step1:
    create two wirless transmitors, and one reciever with the same name/tag. make them being able to communicate with each other in the settings.

    step2:
    connect one transmitor with a active signal and observe the reciever getting turned on.

    step3:
    than connect an AND-gate with the second transmitor and the signal will be cut off to 0. (which is the issue)

    step4:
    connect one of the AND-gate inputs with a signal it stops being cut and the signal gets through again. even though just one of the AND-gates inputs is connected/active. (extra)

    here is a video:

    https://youtu.be/bckdJT_lmnQ

    2 votes
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    bugged  ·  3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  6. 2 votes
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    bugged  ·  4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  7. Text Displayer gadget sometimes displays sequences of numbers as '*******'.

    I entered (well, copied and pasted) a large body of text I had pre-written in notepad via the tool on indreams.me and every-time I tried to enter it Dreams would always convert the number sequence to stars '*****'.

    It's also quite laggy even with a sub 100 ping time on the ping test, with the cursor on the PS4 moving around inside the text entry box in a seemingly random, haphazard way.

    Steps to attempt to repro:


    1. Place a TD gadget onto a Microchip.

    2. Open TD Gadget.

    3. Copy and paste a large body of text from notepad into indreams.me usingā€¦
    2 votes
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    acknowledged  ·  3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  8. Mover bug with values and blend mode

    Two bugs here:


    1. Create a (normal) mover

    2. Create a value slider

    3. Set value slider to 2

    4. Wire the output of the slider in the input of the moverā€˜s speed.

    5. Normally the wire setting is overwrite.
      But here it is multiply (the one with X)
      Bug 1!

    6. Change blend mode to overwrite

    7. The value is divided by 10
      Bug 2!

    Best regards
    Sebastian

    1 vote
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    acknowledged  ·  5 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  9. Wiper's Wibble mode doesn't stay work with "transition via colour" off and wipe amount at < 100%

    This kind of technique would be great for underwater effects. But it seems to just not work always.

    If colour is on and amount is 100%, it works.
    If colour is off and amount is < 100%, it works.

    If colour is on and amount is < 100% (for a nice underwater look), it doesn't work.
    If colour is on and amount is 100%, it won't work in-place as a constant effect.

    Unsure if this is how it was designed or if it's a bug.

    If "transition via colour" is on, wipe amount can be less than 100% and itā€¦

    3 votes
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    acknowledged  ·  3 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  10. Where have all the options in the Subtitle Displayer gone?

    In Early Access you could change opacity, brightness and fonts, now you have no options. Is this a bug? Have the options been moved to another tool?

    2 votes
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    acknowledged  ·  4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  11. Platforming shadow broken in Launch Version

    In Early Acces I made a character with platforming shadow turned on.
    I also edited all his seperate limbs and bodyparts to cast no shadow.
    This worked exactly as expected.
    The character had a platfoming shadow directly under him, and no other shadows.

    After updating to Launch Version, I noticed the character doesn't cast a shadow at all anymore. No normal shadow, but also no platforming shadow.

    To see what I mean:

    >Place a standard or deluxe puppet in a scene
    >Turn on Platforming Shadow in the controller gadget
    >Activate "cast no shadow" on all his individual bodyparts
    >Along withā€¦

    2 votes
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    bugged  ·  4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  12. Receivers defaulting to "On (/receiving signal)" when placed on an existing puppet

    Hi MM! Congrats on the launch! Small bug here (I think) from an EA user here:

    I had an existing puppet in one of my scenes with a bunch of logic on it, including a number of wireless receivers. For some reason, in edit mode (or play mode), when I restart time, the receivers have "ON" signal regardless when time starts, even if the entire chip is off. This signal turns off (seemingly one frame after) time starts. I've double-checked it and this happens even when no matching transmitter exists in the level.

    For example, if I stamp a newā€¦

    2 votes
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    4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  13. No gizmo for Teleporter when affected object is a logic gadget

    When a Teleporter gadget's affected object tweak is wired to another logic gadget, the Teleporter gadget has no gizmo.

    Repro steps:


    1. Create a Teleporter.

    2. Create another logic gadget - I used a microchip.

    3. Open the Teleporter's tweak menu.

    4. Wire the Teleporter's affected object tweak to the logic gadget you created in step 2.

    Observed: No Teleporter gizmo appears.

    Expected: Teleporter gizmo appears.

    And to take it further and show that the Teleporter gizmo is something important that we need for this case:


    1. Create a Tag.

    2. Start time.

    Observed: The logic gadget created in step 2 teleports to a point aā€¦

    1 vote
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    bugged  ·  4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  14. Teleporter gizmo reset bug from early access still present


    • place a sculpt

    • surface snap a microchip on it and open it

    • place a teleporter into the microchip

    • tweak the teleporter and move its gizmo away from the center of the sculpt

    • Now move the teleporter gadget inside the microchip a little

    • the teleporter gizmo will snap back to the center position of the sculpt

    3 votes
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  15. Teleporter cannot be activated from a timeline

    Now this may be by design, but if you put a teleporter in a timeline, or have a keyframe activate a teleporter from a timeline the timeline stops. So this is either a bug, or its just something that we cant do.

    If it is the latter, how do you teleport stuff during a cut scene for example?

    1 vote
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    4 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hello LadyLexUK,

    Thanks for the post, you should be able to activate teleport logic from timelines.

    In the case where you have a teleporter on the timeline, you will need to surface snap the timeline to the object its teleporting, or have wired from the teleporters “affect objects” output to the object you want to be teleported.

    In the case of using a key-frame on a timeline, again the teleporter gadget needs to be surfaced snapped to the object or wired to via the affect object output in order to teleport the object to the position you want.

    Hopefully this information helps, do get in touch if your still experiencing a problem.

    Cheers
    Mark M

  16. persistent variables+ global reset is very buggy

    If you set a variable as persistent and reset on rewind off and use global scene reset. the variables will only sometimes hold their values but even weirder they start skipping around their number order and if they are below the initial value they may reset to initial value OR jump to a random value its very buggy. I made a twitr video and remixable example

    https://twitter.com/angrykirbyx/status/1232525684595183617?s=19

    indreams.me/element/oBJorLoNvSh

    1 vote
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  17. Laser Scope - undesirable behaviour when tweaking rotation

    First: the laser scope works. THIS, I think, is a bug in the user experience, not the gadget's functionality. This relates to the rotation of the scope's origin/direction gizmo.

    When the laser scope gadget is in its default mode, with 'Local Space' switched on, it behaves as I would expect. It is possible to rotate the gizmo by hovering the imp tip over the origin point, and applying your control system's rotation function (for example L2 and thumbsticks).

    When 'Local Space' is switched off ('Scene Space mode'?) its gizmo behaves differently. In order to rotate the scope's direction in sceneā€¦

    3 votes
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  18. Ungrouping sculpts with paints causes bolts to disappear

    Hi. Was making a cute backpack. Has bolts on it so some parts will wiggle around.

    Accidentally grouped it with a paint that I want to get rid of now. But when I ungroup the sculpts from the paint all the bolts disappear and need to be redone.

    Is this a bug?

    Quite a bit tedious to have to redo all the bolts. Don't have a previous save where the bolts are already on.

    Here is a short video where I showed what happened:
    https://www.twitch.tv/videos/553551303

    2 votes
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  19. While possessing a controller sensor, sticks users cannot use the imp

    This means any game that uses a possessed puppet or something and allows the player to use the imp at the same time cannot be played by players using the sticks control scheme, as far as I can tell.

    2 votes
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  20. AND Gate

    As I was creating a groundpound for a 2D movement character and used an AND gate to check for the "Down" input filtered by a signal manipulator, and an inversed (via signal manipulator) "grounded" signal from the puppet interface to check if the character is airborne. The AND gate is outputting the signal without checking for the down input, only the airborne input.
    Attachments:
    232745 shows the bug happening.
    232752 shows the down input doesn't cause the same issue
    232739 shows both inputs turned off
    232809 shows that the signal manipulator isn't outputting a low value for the down input.

    1 vote
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