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. Wireless receiver powered by default (Fresh from toolbar and undesignated)

    An example of a wireless receiver acting out on me. When I put it on the microchip from the toolbar it was activated by default without input. Pulling it of the chip and on again solved that issue but when I checked the zone properties of the receiver I found it completly acting weird. The microchip in question was part of another mircochip on an asset that was cloned beforehand. Also due to my process of coding I have a high amount of wireless transmitters and receivers both on the chip and the scene in general. Upon further kinvestigation thisā€¦

    5 votes
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    acknowledged  ·  2 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  2. 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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    acknowledged  ·  5 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →
  3. 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 →
  4. 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

    3 votes
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  5. 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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  6. 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 →
  7. 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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  8. 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

  9. 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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  10. 1 vote
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  11. 3 votes
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    1 comment  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hello Elca_Gaming

    Thanks for your post. At present the labels on paint strokes are to be used in conjunction with the force applier gadget. These cannot be used in any other form of detection.

    We do have a feedback ticket tracking that trigger zones do not detect paint strokes via labels.

    I hope this information helps,

    Mark M

  12. when using the two-way option in doorways, the checkpoint option doesnt work unless the controller sensor has a custom name.

    this seems to be an old bug that still isnt fixed.

    when using the two-way option in a doorway and its connected, yes you will shift to the next scene and you can use the same door to go back because its two-way but when using the checkpoint option then when you use a two-way door in the next scene the player should spawn at the entrance of the door disabling the default spawn but it doesn't unless the characters controller sensor logic has a custom name, this is a bug because without this fix then many players wouldnt knowā€¦

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

    Hello EternalDarknessz,

    Thanks for your post.

    It’s intended that controller sensor needs to be named in order to function with the checkpoint features on doorways.

    The reason for this is, so for example, in a level where you have multiple characters and therefore multiple controller sensors. that the checkpoint knows which controller sensor to move to the checkpoint destination.

    Hopefully this information answers your question.

    Mark M

  13. Wireless Recievers Transmitter name Reset while playing through my Dream

    While publishing/play testing/updating/publishing this dream: https://indreams.me/dream/mqtLFButWxn
    All the Wireless Receivers on a character that were labeled the same as the transmitters reset their Wireless Receivers Name input.
    I did not change the character asset at all, during this loop.
    I was just in a scene with these characters working fine, and then got to a different scene while playing with the characters, and I noticed that they would talk automatically and it turned out the wireless receiver input was reset, and it happened to every scene in the dream

    1 vote
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  14. Doorway wipes do not appear to be working

    Wipe timing is greyed out for every option apart from Bokeh. None of the wipe styles appear to work, my level just cuts.

    2 votes
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    2 comments  ·  Gadgets & Logic  ·  Flag idea as inappropriateā€¦  ·  Admin →

    Hello LadyLexUK,

    Sorry for the delay in getting to this post.

    There have been changes to the Wiper, Doorway and the Checkpoint since Early Access.

    In order to get the wiper timing fade in time slider to become active, you will need to enable the "transition via colour "tweak located just under the wiper style tweaks.

    You will also need to set colour unless your happy with black.

    Hopefully this information helps,

    Thanks for the post,
    Mark M

  15. Plugging numbers into the zone size input of a trigger zone doesn't properly scale it

    When i put the number 14.5 into a cylindrical trigger zone, i expect it to have a diameter of 14.5m, but it instead gives off a diameter of 1.5m, and then it outputs 25.1. I don't know if this is intentional or not, but it's very strange and inconvenient

    1 vote
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  16. Puppet interface: double jump output should be boolean

    As far as I can tell it only outputs a 1 pulse, which other gadgets send as a boolean value.

    1 vote
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  17. Counters Autofill at Random.

    https://youtu.be/-TP3wEhVhCc

    Video link above to the issue. I am creating a card game. The game generates the deck and once done turns on the Hand generation logic to put the cards from the deck into your hand. This is controlled by a timer pulsing the + of the counter. As the cards get dealt the Hand Size variable rises and allows another card to be dealt to hand. The counter keeps track of this process and tells the logic when it's done.

    But, at random, sometimes turn 5 sometimes 27, the Counter will break and, it seems, ignore the factā€¦

    1 vote
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  18. "pulse on OFF" triggers when respawning

    In a puppet's logic - a puppet with 'die > respawn' wired up:


    • Connect a counter (count of 1) to a signal manipulator.

    • Set the signal manipulator to 'pulse on OFF'.

    • Wire the signal manipulator to a sound effect set to play once.

    Then, run off an edge to die and respawn. The sound plays.

    1 vote
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  19. Painterly textbox texture darkens with alpha

    I would expect the more transparent parts of the fleck to simply show what's beyond in the scene. But they seem to darken the pixels beyond.

    1 vote
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  20. Health manager Bug

    If a hidden sculpture has a health manager, it will ignore the effects of the health customizer.
    (Version 2.03)

    2 votes
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