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Is anyone willing to spare about 30 minutes (maybe less) to help me set up an NPC that roams aimlessly among a given area?Things I've tried with no success:Vidyuu's NPC Walking tutorial https://www.youtube.com/watch?v=XrGLeO-lvYs&t=278sOnline DocumentationPublic Asset Roaming NPCDesktop Editor GenAI code and actI'm fairly new to typescript and this is driving me crazy. But i feel like if someone shows me once, I can do it myself from there anytime I want to create a roaming NPC again.Please and thank you in advance. You would be saving my sanity
I am trying to get lag free input for my game for Horizion Worlds. In type script I am trying to get ray cast input taps and then move an object to that position or drag it where the cursor moves. However, there appears to be about 1/4th of a second lag no matter what I do. I have the script marked as local as suggested in the documentation but still there is a lag from the click on screen in Focus mode and when my actual object moves. Does anyone know what I'm missing here? The automatic cursor that is drawn is lag free, but the object that I trying to move with click lags behind.Here is the code using the sysEvents from one of the samples. Supposedly this should be running fully locally and therefore lag free, but it isn't. // Tracking Focused Interaction inputs this.connectLocalBroadcastEvent(hz.PlayerControls.onFocusedInteractionInputStarted, (data) => { const firstInteraction = data.
Im trying to use the NPC API but its not available to activate in my world's API settings. The npc module loads correctly in the Profit or Perish template but cant be added to any other world?
Dear everyone,When will I be transited to new creator portal? I got an email about creator portal transition last month.
Hi MHCP creators! As you know, we have been rolling out updated designs to improve user engagement and discovery. We’re sure you’ve seen the changes in Feed, Horizon Central, and Travel. The purpose of these design changes is to make content more discoverable and ensure that consumers see content they will continue to enjoy and engage with. These designs utilize 3 asset sizes: portrait (9:16), landscape (16:9), and square (1:1). Providing high-quality portrait, landscape, and square images help ensure that your worlds are eligible to be featured in available discovery placements, and high quality images can improve visits and time spent up to 40%. Because of this, beginning the week of October 20th, we will be making the (9:16), (1:1) and (16:9) assets required when worlds go through the publish flow. This will impact new worlds when published, and existing worlds when updated and republished. You can find best practices and creative guidance in the worlds preview image documentat
I have an educational astronomy world with lots of activities. One of these is called the Star Cinema where players watch a six minute slide show with music and narration on the Milky Way. This works fine in VR, but in the mobile app it is repeatedly interrupted by the "Still exploring this world?" message, creating a frustrating experience. How do I give people a better experience on the mobile app?
New Features New Template World: We are launching a new template world to help creators speed up their development. Find this when opening the editor in the creation home under the Template header. AI Conversation Template: This template provides step-by-step instructions for setting up NPCs, customizing their personalities, and configuring how they respond to player actions and game events. Learn more about this template here. Quality Of Life Improvements After selecting an object in the hierarchy and combining that selection with another entity, Ctrl+Z will now undo that combination if desired. 3D model implementation is now aligned with asset template implementations to fix lighting inconsistencies between models when spawning. Added NPC avatar turn animations for smaller turn radius' to reduce NPC "feet sliding". The player variable three-dot menu button is now hidden if there are no actions to show. Bug Fixes Fixed a bug where saved asset templates in the asset library
I was having some timing issues and couldn't figure out how, so I did a basic test. I used a basic for loop to call a basic function with some basic calculations and based on console logs and timestamps, it seems HW is throttling execution? private testBasicLoop(): void { if (this.props.enableDebug) console.log(`[DamageableManager] === BASIC LOOP TEST ===`); for (let i = 0; i < 10; i++) { const timestamp = Date.now(); // Just do some basic operations const pos = new hz.Vec3(i, i, i); const offset = new hz.Vec3(Math.random(), Math.random(), Math.random()); const result = pos.add(offset); if (this.props.enableDebug) { console.log(`[${timestamp}] Basic operation ${i} completed`); } } if (this.props.enableDebug) console.log(`[DamageableManager] === END BASIC LOOP TEST ===`); }
Im creating a world which was working fine until a point, i tried to use SpawnAsset() too many times in quick succession (spawning 20 zombies), I seem to have triggered some sort of world capacity limit, because now no network events at all are working. My world capacity shows my world as well under the limit, but all network events that have been working fine previously now no longer work including things not related to spawning at all.Ive tried registering to the OnAssetSpawnFailed callback but i get no errors in console, which leads me to believe the spawn request isnt even getting sent. I get no errors or warnings in log. What can i try?
Hello! I’m building with embodied AI NPCs in Horizon Worlds and trying to figure out how to actually trigger in-world actions based on what the NPC says or agrees to.Example: if a player says “eat the pie” and the NPC agrees, how do I, in code, know that the NPC accepted that and should actually do something (animation, remove item, update state, etc)? Right now it feels like the LLM just talks without exposing any way to tie that to game logic.The best solution I’ve come up with is calling an external LLM API like ChatGPT that parses the conversation and returns structured JSON like { action: "eat", object: "pie" }, which I can handle in code. But that feels clunky and disconnected from the built-in tools.A very similar problem: I’d also like to give AI-generated multiple choice responses to players, like [Eat pie] [Dance] [Say hello] and then have NPCs respond or take action based on the player’s selection. But again, I’m not sure how to cleanly bridge that interaction with the
I'm currently facing an issue on Meta's desktop editor. I am unable to access the Gen AI tools and am unsure if they have been moved to a different location. I used to have the option on the upper right of my screen but can't seem to find it nowI am currently in the US though I traveled abroad a few months ago, not sure if that has something to do with it. I'm gonna need it for the creator competition since it said use at least one Gen AI feature in our world.Is anyone else facing the same issue or knows how to resolve this?
Creators, These new templates are designed to speed up development while giving you pro-level building blocks. Find them in Creation Home under the Tutorial or Template tabs and start creating right away. 1. Sim Tycoon All the core logic of a fully playable tycoon game is built in—economy loops, player progression, and interactive stations. The starter drilling theme is just a base; reskin it into anything from a bakery empire to a space-mining sim. Why use it: Jump straight into customizing gameplay instead of coding systems from scratch. 2. Custom UI A ready-to-browse gallery of menus, buttons, HUDs, and other interface pieces. Drag and drop elements directly into your world to create a clean, polished look. Why use it: Save time designing UI while keeping your experience consistent and user-friendly. 3. NUX (New User eXperience) Onboarding made simple: arrows to guide players, hint text for key actions, and progression locks to pace tutorials. Everything you need to give first
So when trying to publish my horizon hackathon project updates, I get an issue that says I'm using "pre-release features" upon talking to the amazing Deepak N on the Meta team it sounds like it could be caused by the fact that we're using SubD (primatives) with Triangle Mesh objects. The problem is, we have hundreds of SubD geometry objects in the game, and most likely the best path forward for us would be to remove all the Tri-Mesh features. Was wondering if anyone knows a work around or any way to "activate the pre-release features" so we can get test builds of the updated world out and ready to share.We have HUNDREDS of subD objects and maybe 30 tri meshes -- so prob will switch those out. IS this the only solution, though? Or can Meta flip a switch to let us use both? Or am I just dumb and missing something totally easy and obvious. Help me forum people, you're my only hope...
Hello! Metavila is a startup, and my business partner and I would like to work together in the worlds. I suppose we cannot share the login by Metavila, and since we are in Brazil, she cannot even view the invitation sent to her to be a collaborator in the worlds we are starting to create. Is there any way she can be included? When we were invited, they said this would be possible. We need some guidance on this. Thank you.Best, Ghini
There is a message at the top of the Meta Horizon Worlds editor that mentions submitting Halloween-themed worlds, but doesn't specify where exactly.Do we just publish our world with a Halloween theme and it'll get considered for this holiday curation?
So, i've seen a couple worlds/events popping up, and also seen in world purchases for clothing (world merch). How is this possible!?? i'm intrigued and would love to create some of my own!. anyone have any tips?
Hi guys ! I was wondering why Player.applyForce only takes a single argument the force vector whereas PhysicalEntity.ApplyForce can take two arguments, such as the PhysicsForceMode. I need to specify the force mode as an Impulse for Player, but sadly (and strangely) that doesn't seem to be possible.Do you know if there's a way to use applyForce with both arguments on a Player ? Thanks a lot for your help!
I just discovered that Meta Horizon is blocked in Egypt, which unfortunately prevents me and many other developers here from creating or participating in the current hackathon.This is frustrating because it means we are missing out on the opportunity to experiment, innovate, and build games using the very tools Meta is encouraging the global community to try.I sincerely hope that someone from the Meta team can clarify whether there is a chance to enable access to Meta Horizon in Egypt, even temporarily, so developers here can take part and make the most of this hackathon.Access to these tools is essential for us to learn, contribute, and grow within the ecosystem. Blocking us out means blocking potential talent and creativity.
I'm trying to install the meta horizon desktop editor.The downloading was fine and the installing was also fine, but it only shows black when I open the app. And the icon on desktop is also wrong.My friend downloaded it as well, his icon was fine, but still black screen after opened. Maybe anyone knows what could be the issue? I'm really appreciated.For reference, my PC is i5-9400, RAM 16GB, NVIDIA GeForce RTX 2070 SUPER, Win10.Someone suggested to download from meta quest link app, but I stuck after it redirected me to website to log in. I logged in on website successfully, but the app stuck. Also, I'm in China, but with vpn on. Can't even try logging in if I turn off vpn. Thank you so much!!
Hi dears,I have question regarding the new updated LLM NPC, can they listen to our voice input as the release note says they should, but I cannot do it. can you help me? I like to have one to practice speaking English Language. Thanks.
Get ready to supercharge your Horizon Worlds creations! We’re thrilled to announce that a significant part of the powerful Ouro code base is now available to everyone on our public GitHub repository. This is your chance to tap into the same advanced resources that powered Super Strike and elevate your own projects to the next level. 🚀 What’s Inside the GitHub Code Drop? Comprehensive Math Library: Everything you need to build complex game mechanics, just like Super Strike. [code] Robust Asset Pool: Enjoy seamless asset management with automatic load retries. [code] Frame Distribution System: Optimize performance by spreading recurring operations across multiple frames. [code] Safe Constant Declaration Patterns: Declare and use constants with confidence. Versatile Base Objects: Essential building blocks for most game components. Advanced Behavior Tree: Take NPC management to new heights. FX Bank & Playback Patterns: Gain precise control over sound and particle effects. Utili
Hi, I'm no developer, I just like to create worlds. I want to share a solution according to my prior basic game knowledge.So what if you make a button under "Publish" or somewhere and name it smt like "Make Static"NO SCRIPTS, NO VFX, NO SOUND, NO NPC just the environment/items. Locked and loaded in a single file of the creator/world.After this process the map will turn into a static object (which cannot be edited).I'm not sure if it's possible, but in 1998 Ultima Online did it. With 56k internet speed, the game provided thousands of items in a single verdata, by making some objects static and some interactive.If Meta developers make it possible, it will improve a lot of things. And you can limit usage of making the world static button, may be allowance once a week. Just an idea. Thank you
There used to be an option to publish a members-only world but I don't see it anymore. Shame because that would be useful for several use cases. Is it truly gone or is there a trick to get the option to display when publishing a world?
I am wondering about the workflow/pipeline for custom meshes/textures and for custom outfits for avatars.In my world, I have a few custom static meshes that can have several variations (different meshes and/or same meshes but different textures/materials), which could be sold as cosmetics. What's the setup and scripting to allow users to purchase those items and see them in-game (and for others to see those too) ?I also recall reading somewhere that there is a way to offer custom outfits for players' avatars. How does this work?
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