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I really appreciate all the help and hints that I've gotten here. Another question, that I hope will be easy. I want to create a Custom UI that allows a player to view their current inventory. Currently I have a Custom UI hidden somewhere. If the player presses a menu button, the UI is moved to the player and made visible so the player can interact with it. That works fine, but what if two players at different locations want to view their inventory at the same time? I have tried to find a way to clone a UI and then delete it when the user is done with it, but I can find no docs on how to do this. Any suggestions?
Hello,I was recently creating a painted skybox inside Blender and figured out how to bring it into Meta Horizon. However, I noticed the documentation button doesn’t lead anywhere, even though it appears active. I’m also based in Australia, so I don't have access to the AI tools.I’m currently trying to figure out the three other map types through trial and error and would appreciate some clarification:Radiance Map (256x128): I’m guessing this is an equirectangular black-and-white texture used for lighting?Reflection Map (768x256): I assume this is similar to a Unity reflection probe, though I haven’t seen that resolution before.Fog Map (384x64): This is a stretch, but I’m guessing it’s a depth map based on the display map, though I’m not certain.Any information you can provide to help break down these textures would be greatly appreciated.If I can get everything working correctly with my Blender setup, I’m planning to create a tutorial to show how to make rendered/painted skydomes in Bl
Hi all,My team and I are working on a project where color matching is very important. As such, we have an RGB value (one example: 0.0078,0.5333,0.6470 in the blue image) that we are using across both game asset Tints and Custom UI elements.On the custom UI, the color appears correct, but when used as a tint, it's a very different color. This is most noticeable with reds, which appear pink. All of our assets are unlit.With red:Is there a way to make "Tint" function more like a full recolor than whatever it's doing?SpaceGlitterUnicornbecause 3D assets!
I can't figure this one out. Codeblocks have the ability to set the timeframe for leaderboards (ex. weekly, monthly, etc) but there doesn't seem to be a way to set this anywhere now that Codeblocks is not available.How does one set a timeframe for leaderboards so that the leaderboard is cleared out on, say, a weekly basis? Is everyone just coding their own?
I have some non-interactive CUIs prefabs (instances) running the same script and am swapping an image from an array. It was working fine until I had to make the bindings private.Array:const imagesarray = [ ImageSource.fromTextureAsset(new TextureAsset(BigInt(1341929837137421))), ImageSource.fromTextureAsset(new TextureAsset(BigInt(1021032403421524))), ImageSource.fromTextureAsset(new TextureAsset(BigInt(1013325437401914))), ]; index Binding: myindex = new Binding(0) imageBinding(fromArray)let myindex = 0 const myimageBinding = new Binding(imagesarray[myindex]); onupdateHUDmyindex = (persistentStorage.getPlayerVariable<number>(player, "MYPPID")); The issues mainly arise in the imageBinding(fromArray) line of code when I set everything to private.1) can't use a binding for an index2) can't use a BigInt for an index (thought I could just adjust the imagesource in my UI Image3) unable to import/use "derive" or "derivebinding"Been trying some things but
I am recording a demo video for my mobile game. Yesterday all was fine. Today there is no sound at all in the mobile app. Even the usual sounds like loading worlds or jumping. All the sounds are turned to maximum in the settings. Any suggestions?The other sounds on my Android phone and for other apps are fine.
Hello, after upgrading Horizon Desktop Editor to version 210.0.0.3.670, the editor crashes for me several times within an hour. The application just closes unexpectedly. This never happened before the upgrade.I’ve tested this under the following conditions:On two separate networksOn two different computersWith a fresh new worldSteps to reproduce:Create a new worldCreate a grabbable shapeRepeatedly grab and release itThe app will crash after some time.Is anyone else experiencing this?Logs: https://drive.google.com/drive/folders/1BBh-krttV537MBi0S1tq45q3t9fIX4dr?usp=sharing
Let's say I have an async interval call like so:this.async.setInterval(()=>{ console.log(player.name.get()) },1000)This code works as intended within the TypeScript environment.However, the moment I add a variable to capture the timeout ID as mentioned in the documentation: /** * Sets a timer which executes a function or specified piece of code once the timer expires. * @param callback - A function to be compiled and executed after the timer expires. * @param timeout - The time, in milliseconds that the timer should wait before the specified function or code is executed. * If this parameter is omitted, a value of 0 is used, meaning execute "immediately", or more accurately, the next event cycle. * @param args - Additional arguments which are passed through to the function specified by callback. * @returns The timer created by the call to `setTimeout()`. * This value can be passed to `clearTimeout()` to
Is it possible to change from perspective to orthographic camera - going thru the camera API and i notice there is a pan example, but that is perspective camera
I wanted to flag two issues that are currently blocking development for many of us:Editor stability – The desktop editor often crashes, freezes, or kicks users out of a world without warning. This makes it difficult to iterate or debug.Avatar animation call – Calling playAvatarGripPoseAnimationByName consistently triggers a crash. Repro steps are straightforward: add the call in a script, press Play, and the editor shuts down.Both problems have persisted for about a week and effectively halt progress on projects. Any update or workaround you can share would be hugely appreciated—this functionality is critical for creators.
Hi All, sorry if this is a silly question. Why is it important to bake your mesh? I use Adobe substance painter and stager.
I'm going through the tutorials and in the web mobile one I see this Death script that triggers when you hit a target. It makes me wonder what other animations I can call for my avatar. I know I've seen others implement this in various ways, I'm wondering where the documentation is. I'd love to control the avatar to sit down and go for a ride. I'm seeing this line in the code of the tutorialplayer.playAvatarGripPoseAnimationByName('Die');but then going through the various documentation and tutorials, I can't find details about it. I noticed a 'Respawn' call works too.
So I have this issue now where the public version of my world is broken--the certain triggers don't work and objects don't show up. But if I click on the options for the world on mobile, I see a "Preview Version" that when I click that it works. What is this "preview version" and how can I make it the public version? No matter how many times I click publish, the public version is still broken in ways the "Preview Version" isn't.
Hi everyone! In-app purchases can enhance the user experience and drive engagement. We want to discuss strategies that make them worthwhile. What strategies have you found effective for in-app purchases? Share your experiences and insights. How do you balance monetization with user experience? We want to know how you ensure that in-app purchases add value. What features or tools would help you implement in-app purchases more effectively? Let us know what you need. Have you used the Meta Horizon Worlds In-World Purchase Guide? If so, how has it helped you, and what improvements would you suggest? Please share your thoughts in the thread.
Another basic question - I have a locked door, After I use a Custom UI to unlock it, I want to remove it. Changing the visibility works, but I cannot set the collidability or even move it.I get "Unable to manipulate static entity". So how can I implement this?
Would anyone know why the Public Visibility and Members only are grayed out?
How do I get an NPC to sit? I've seen scripts for animation or walking but I just want to have a few NPCs sitting on chairs and benches for a demo video.
Simple self-contained script - enter a trigger to activate fixed camera, at the position defined by cameraTarget. Why doesn't this work? import { Entity } from 'horizon/core';import * as hz from 'horizon/core';class ChangeCameraOnTrigger extends hz.Component<typeof ChangeCameraOnTrigger> { static propsDefinition = { cameraTarget: { type: hz.PropTypes.Entity }, duration: { type: hz.PropTypes.Number, default: 1 }, }; start() { this.connectCodeBlockEvent(this.entity, hz.CodeBlockEvents.OnPlayerEnterTrigger, (player: hz.Player) => { this.ChangeCamera(player); }); } ChangeCamera(player: hz.Player) { console.log('Changing camera for player:', player); const targetPosition = this.props.cameraTarget!.position.get(); const targetRotation = hz.Quaternion.lookRotation(targetPosition.sub(player.head.position.get())); // Use Player.
Does anyone have a good pipeline for converting glb to horizon-ready fbx + png it's my understanding that horizon custom mesh upload requires the texture as a single png file to be separate from the fbx?
Is it possible to modify material properties after generating a texture? i.e., make it shiny etc, or make the texture look less bright/saturated
I have a RTX4090 Windows 11 PC with plenty of RAM and a high frame rate monitor. Horizon Desktop Editor's UI is extremely laggy to the point where I am literally getting migraines. Is this possible to simply use Unity instead?
is it possible to share the world link from the editor, or do we have to log into the web browser and go into the meta website etc to find the link?
some more infrastructure fussing with `BaseHorizonProperty`, `HorizonReferenceProperty`, etc. presumably to clean up some internals. the options on `Raycast.raycast()` got their own named type: `RaycastOptions` `layerType` and `maxDistance` like before `stopOnFirstHit` is new if true, returns a 'StaticHit` if the layer or tag do not match. if false, will return a miss if the layer or tag don't match clarification that if the tags field on the Raycast is unset, it will match entities with any tag.
Is it possible to export NPC avatar appearances edited in one world to another?
Has anyone brand new to coding been able to successfully follow the tutorial world with online steps (collecting gems with timer)? Even with the complete scripts and attaching everything, nothing happens.
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