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I am receiving this error and saw no notice about it in the forums. "Too many prompts are currently processing. Please wait for some to complete before sending another"It happened to me all afternoon on Saturday and Sunday when creating medium assets. Either we are overloading llama at peak times or the system thinks I am running many concurrent prompts which I am not. I am only running a single prompt at a time. I have restarted the editor in hops to clear cache of any prompts that I stopped, but the error continues. I am also nowhere near any limits where i would need throttling.Is this widespread? Thank you.
If you set a billboard as a child of an NPC Agent, the billboard goes to (0,0,0) in publish and preview mode. It works in edit mode. Repro Steps:1. Create a script that moves around an NPC agent2. Set a billboard object as the NPC's child3. Publish the world4. Check if the billboard is visible at (0,0,0)Repro chance: 100%
Is it possible to have textures with scrolling uvs?
I'm trying to figure out the best practice for creating an interactive UI. I'm mainly focusing on Mobile, and had some okay results with attaching an entity to a player and attaching that to the screen, it feels wonky in a number of ways and doesn't completely do what I'd like. Ideally I'd like to have a basic inventory system that allows for players to select an item from the UI. Ideally, I'm looking for some very specific guidance on this as I've gone through tutorials/ documentation multiple times but, still feel like I'm not understanding the solution.
I have noticed that many of the controls available on other platforms do not seem to work on browser. Is there some sort of guide on what is and is not supported on Horizon web/browser version yet?
If Second Life is SL for short, for Horizon Worlds is it Hz or HW?
I had assumed extra geometry would add unnecessary draw calls, so in general, scripts are in empty gameobjects. Howevver in tutorial worlds, I notice specific cubes made for typescript scripts... so now I wonder whether there are best practices or performance considerations that might not apply?? Should Hz typescripts be in empty gameobjects or as floating cubes?
I'm trying to set a player variable, and I get this error: Error Handling Event: Error: Exception encountered running bridge method 'GetUserPersistentVarWithNullFallback': GetUserPersistentVarWithNullFallback argument at position 0 was the server player, which is not supported in this method at Object.invoke (horizon-global.js:156:23) at Object.getPlayerVariable (file://horizon/horizon/core/HorizonCore.js:6490:36) at NPCMonster.onProjectileHitMe (NPCMonster.ts:90:56) at NPCMonster.ts:72:11 at file://horizon/horizon/core/HorizonCore.js:7604:24 at Function.TracingIntegration.trace [as trace] (file://horizon/horizon/core/HorizonCore.js:7833:9) at file://horizon/horizon/core/HorizonCore.js:7599:32The code in question is a broadcast event I emit from my projectile script for the projectile shooter gizmo. When it hits an entity I send the event like this: private onProjectileHitEntity(entity: Entity, position: Vec3, normal: Vec3) { this.sendNetwor
Hello!Is it possible to remove the default grey floor?I cannot find how to do it in the Desktop Editor 😞
Hi!,I'm developing a quest system and I would like to know if there is any way to create editable array properties (for example, a list of IDs or objects) directly in the Horizon Worlds script editor. So far, I've only been able to use comma-separated strings and then split them in the script, or create several individual properties (quest1, quest2, quest3, etc.), which is not very scalable or convenient.Is there any official way or trick to expose editable arrays in the properties panel? Or any recommended practice to manage lists more efficiently and cleanly in scripts?Thanks in advance for any suggestions or experiences!
can sound recorder gizmo be used for players to leave messages like voice mail?
When you have a Trigger Gizmo with Door Interaction Prompt, how do you have the user interact with it?Is it using OnPlayerEnterTrigger or OnIndexTriggerUp or what? Neither has worked..
So the idea is that the player interacts with a trigger gizmo and is teleported to a different location in the same world. Nothing happensd. import { PropTypes } from 'horizon/core';import { Component, Entity, Player, Vec3, CodeBlockEvents } from 'horizon/core';class TeleportComponent extends Component<typeof TeleportComponent> { static propsDefinition = { destination: { type: PropTypes.Entity }, // The entity that represents the destination triggerEntity: { type: PropTypes.Entity }, // The entity that triggers the teleportation }; start() { // Check if the trigger entity exists if (this.props.triggerEntity!.exists()) { // Connect to the OnPlayerEnterTrigger event this.connectCodeBlockEvent( this.props.triggerEntity!, CodeBlockEvents.OnPlayerEnterTrigger, (player: Player) =&g
I'm trying to have a loop on a spawned object. When it's spawned it's sent and receives:const spawnAssetEvent = new CodeBlockEvent<[player: Player]>('setup', [PropTypes.Player]); I've connected it and stored the player:this.connectCodeBlockEvent(this.entity, spawnAssetEvent, (player: Player) => { this.player = player; console.log(`Player ${this.player.name.get()} received spawnAssetEvent`); this.initialize(); }); My issue is as follows:this.async.setInterval(() => { this.worldtick(); }, 3000);I have several methods using this.player. The setInterval loop when placed in start() will do the loop but because the player isn't yet assigned by the spawnAssetEvent it errors out with:Error Executing Async Callback:TypeError: Cannot read properties of undefined placing the setInterval inside the connectCodeBlockEvent to assure the player is assigned before the loop starts doesn't fire because it's "not part of the lifecycle".I've checked out the ot
So just randomly tonight---my projectile is hitting the correct entity. I print out the name and it is the right one. But when I call getcomponents on it, there are no components on it. But that's clearly impossible. Also I didn't change any of this code or the asset for the entity that is being hit. It's just like all of a sudden it stopped being able to get component references from the entity reference passed in from the projectile entity hit event.Usually at times like these, it means that I should go to bed and miraculously some server issue is cleared up in the morning that makes my world work...but I dunno. This one is super weird.I've verified the entity is correct--but the array that comes back from getcomponents is empty. Not to mention when I try to get the specific component I want (there's only one on this thing!) it can't find it either.Anyone ever come across this?
Okay, for the longest time, I was having issues implementing camera API - the scripts are fine, but I somehow missed the step where you have to enable horizon/camera API in Script Settings in Desktop Editor.FYI the following all need to be enabled outside of scripts, in editor:
why am i not seeing how many hours i have in my worlds after may 28 my hours are at 0 even when i have had people in my worlds, a friend is also having the same issue i know he has had lots of people in his worlds and his hours are at 0
Gen AI Chat - is there a way to have it "stay still" as text populates as it generates?
is it possible to gen higher resolution textures using the horizon gen ai feature in desktop editor? for example - terrain texture should be much higher or tiling
Say Goodbye to Quest Link: A New Way to Build in Horizon is Here Today, we're launching something that many of you have asked for and it’s going to make your worldbuilding workflow a lot easier. Starting April 28, the Horizon Worlds desktop editor will be available as a standalone installer, meaning you’ll no longer need to download or use Quest Link to access it. What’s changing: Until now, using the desktop editor required jumping through a number of steps: download Quest Link, launch the store, search for the editor, install it, then open it each time through Quest Link. The entire process is being replaced with a single, direct download. To install the standalone Worlds desktop editor, you visit the Horizon Creator website and click “Download Worlds desktop editor,” the desktop editor will download immediately. One click, one file, and you’re in. Why this is great for creators: Less friction, more focus. Whether you’re prototyping something new or in the final str
Hello fellow creators, I want to better understand, how this editor is working under the hood in terams of performance. It seems like my game is CPU bound constantly, maybe frustrum culling, maybe some event calls running. But my GPU in game is showing 0.0 ms, like it isn't even working. Now I'm rendering around 500 drawcalls and 150 setpasses, and I'm looking for a way to reduce this number to offload my CPU time. I've read that occlusion culling is not supported, which I took for granted unfortunately.To more context, I have a pretty static world, except procedurally generated maps for gameplay loop. I'm scripting it by CodeBlocks, 'cause I don't have access to GenAI features and don't have much spare time to learn TypeScript right now. I keep my code event-driven. I've read documentation about how it affects CPU time, and I'll try to implement those guidelines.My question is: Is there a way to static batch objects or instance it somehow inside editor, like in Unreal or Uni
Hello! I hope you're all doing well. I'm currently away from my computer but have my headset. I wanted to ask if someone would be able to provide a clear breakdown with code blocks on how to implement a system where a player can pick up a sword, hit another player with it, and apply knockback? Since I'm using my headset at the moment, code block examples would be greatly appreciated. Thank you for your help! Cheers!
Hello!I have a pool of Drones that I spawn at the beginning of the game using object pooling. I've set its Navigation Profile to "Drones" as you see in the image. This is used for "level1".This is working great in level1, however when I go to level2 I'm using the same drones from my pool. They don't follow me anymore because the Navigation profile for that area is set to Level 2_1 My question is:- Is it possible to change the drone's navigation profile on runtime? If NOTwhat are the other options? The easiest and hackiest way I can think of is create a different asset for that drone and manually set its navigation profile and spawn those in level 2. But since there's no Unity prefab variant equivalent in Horizon world, that could be challenging since we have many navigation areas, and if we change one thing on a drone, we have to change it for all. Thanks!
For me, the creator, the game is shown as mobile, but for two friends who just created Meta Horizon accounts to test it out, the game is showing as VR only. The game is set to Beta as well if that means anything with this issue.
The first month of creator challenges are all live now on the creator forum. Each challenge is still open for submissions. Available Challenges: Week 1 - Your First World Week 2 - Custom Models: Beginner Track - My First Import | Advanced Track - Create your Own Axe Week 3 - Interactive Objects: Beginner Track - Interactive Gun | Advanced Track - ‘Better’ Interactive Gun Week 4 - Custom UI: Beginner Track - My First Custom UI | Advanced Track - Interactive Interface Week 5 - Dynamic Assets: Beginner - Simple Asset Spawning | Advanced - World Streaming Week 6 - Masked Texture Week 7 - Mobile HUD Design Challenge Week 8 - Mesh Magic: GenAI Scene Design Whether you’re looking to learn a new skill, feature, or push beyond your comfort zone with a more advanced challenge, these activities are designed to help you grow as a creator.
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