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Can someone explain to me how to extend from single user mode to multiuser? I can't figure out how to copy console error messages so here is the screenshot
Suppose I have a 3D mesh of a button I want the user to press in mobile - how do I bypass the default control system?
Hi Creators,I am trying to do player specific UIs with bindings. I'm following this but I think I'm not understanding it correctly. https://developers.meta.com/horizon-worlds/learn/documentation/desktop-editor/custom-ui/playerspecific-custom-uiMy goal is each user has health. If they collect a heart they will gain +1 health and display it on their custom UI. When I am testing with my teammate. We both start of as 0 (I know, 0 doesn't make sense for health, but for testing purposes let's start at 0 😀) If bindings isn't the way to go, what could I do? If it should be bindings, does anyone know what I'm doing wrong? Example below. When I collect 2 hearts, my UI will say 2, teammate will say 0. So far so good ❤️Now my teammate collects 1 heart, my UI will say 2, teammate will say 3, NOT good 😭 teammate should say 1If I collect 1 heart, my UI will say 4, teammate will say 3. At this point the count is off for everyone. 😭It seems like it's adding on based the last val
Hello creators!I have object pooling going on for anything that requires spawning. The idea is I would spawn x amount of that item out of the player's view. When I want the object to "spawn" I would move it to the location I want . This is working for items that aren't movingHowever, when I try to apply the same logic to my enemy, my Enemy would not move to the correct spot. It seems to be conflicting with my navmesh code in my update. If I commented out my Update code, the enemy would move to the correct spot.Here is my Update function attached to my enemy onUpdate(deltaTime: number) { this.bounceTime += deltaTime; const bounceOffset = Math.sin(this.bounceTime * this.props.bounceFrequency! * 2 * Math.PI) * this.props.bounceAmplitude!; this.entity.position.set(this.entity.position.get().add(new Vec3(0, bounceOffset, 0))); const playerPosition = this.currentTarget?.position.get(); if (playerPosition) { const point = this.navmesh?.getNearestPoint(playerPositi
v204 typescript updates: various minor documentation updates/refinements Player.rotation property comments clarify it to be just the head rotation in world coords Player.rootRotation read/write property! You can now rotate the player this rotates the whole player, not their head you can only rotate around the Y axis, so player always remains upright Player.setGripPoseAnimationByName() now takes PlayerGripPoseAnimationOptions callback - a callback called when animation state changes returns an AnimationCallbackReason of Starting or Stopping PanCameraMode got some additional properties (that seemed missing last week to work with then new Camera.getCameraModeObjectAs<T> api) positionOffset - offset from target its looking at translationSpeed - update tracking speed
[Direct link to release notes page]This week in v211, people will now see release notes shown directly within the desktop editor the first time they log in after a new release. We also launched new Creator Insight Portal features that will help creators make impactful decisions based on data to their worlds. Lastly, we have quality of life improvements and bug fixes requested by the community. Read on for more details on Meta Horizon v211: New Features Release notes will now show directly within the desktop editor the first time a user logs in after a new release. New Assets: 282 New library assets have been added. These assets can be found in multiple categories and include themed assets for Hospital, High School, Industrial, Ice Palace, Space, and Horror. Quality of Life Improvements Added background coloring for platform buttons such as Pause, Mic Settings, Emotes, Leaving World, etc. This allows players to more easily see platform buttons where previou
Can someone explain the difference among file-based-systems, deep copies, and the other things?
Hi! Trying to create worlds using Horizon AI for your Creator Challenge... I keep getting very slow generation, and lost creations - and now I am seeing these error messages. This limit is happening when I am generating less than 5 mesh items an hour. This is extremely slow and we have a deadline! Is there a way to lift account limits?
Is it possible to resize users? Make them super big or tiny to enter a doll house, for example?
Is it possible to sell an item in-world the way one would on second life?
Is there some sort of package that makes it possible to have intellisense or auto-complete for Hz scripts in VSCode?
Are there guidelines on maximum NPCs possible in a mobile game?Is it possible to spawn NPCs and create random names and looks at runtime?
Hi there , I'm trying to import a Unity asset bundle into Horizon Worlds and use ssetBundleInstanceReference.setAnimationParameterBool() to play animations on a model. However, I haven’t been able to find any tutorials or examples showing how to do this. Could someone please help or point me in the right direction? Here’s the official API documentation I’m referring to: https://developers.meta.com/horizon-worlds/reference/2.0.0/unity_asset_bundles_assetbundleinstancereference Thanks in advance!
Is it possible to upload your own character mesh for a NPC? Or are NPCs limited to the canned assets and default character parameters? If the latter, is there some way to further customize the costumes? We'd like to do a medieval RPG game and need NPC's dressed in medieval attire, rather than the modern attire that is available by default.
Is there some way to have more than 32 users in a single world for hosting large scale live performance events?
Hi Meta team,Is there currently any support, or plans in the pipeline for cameras that can render to texture in Horizon Worlds?I’ve been brainstorming an idea for a digital arcade experience, but with the current toolset, it seems like building a remote control centre with might be a more viable direction.Being able to render a live camera feed to a texture (even at low resolution) would really open up a lot of creative possibilities for immersive experiences, arcade-style games, or surveillance-style puzzles.Would love to know if this is on the radar!Thanks
Hello, 👋Curious to know if the Gen AI tools are available for all users. I've updated my desktop editor (to Version 210.0.0.0.3.670), but I do not see the GenAI tools yet 😫. I'm located in California but have traveled often overseas. Would that have something to do with me not seeing the tools? I did submit a bug report just in case, but thought I'd ask if others are having the same issue. A colleague of mine is in Arizona, and his editor got the tools just fine.Take care, everyone, and thanks for any insight! Can't wait to start working wihtthe GenAI tools
Can a user have a conversation with a NPC? Voice or text?
https://developers.meta.com/horizon-worlds/learn/documentation/typescript/api-references-and-examples/example-scripts-libraryThe other day I took way too long trying to get these 2 example snippets to work 1. Teleport a Player snippet, I couldn't get it to work. It just fails. I tried a lot of variations. Is there some secret spell I'm supposed to cast before running these snippets? 2. Attach an Entity to Player Snippet : I tried so many variations of this it's ridiculous, I could not get this code working. I deducted it's probably something with the properties of my entity, so I tried so many things, the only thing that was attached to my player was frustration. These snippets really made me questions my abilities to problem solve. The most frustrating thing is seeing console logs after the code quietly fails with no explanation. I really want to learn this stuff. I feel like there's some obvious thing I'm missing that's so obvious it was left out of the
Title says it all--can I disable jumping, in both VR and mobile? I figure in mobile there's a way to remove the jump button?
Is there any way to unfocus a Custom UI using a script so the player does not have to do it themselves? I have a series of UI interactions and after they are over, I want to return the player to the main environment.
Hello Friends, I'm looking for a way to import glass models and textures. I've tried several variations of importing models/textures. From 1% opacity colours, alpha only pngs, etc. Models come in clean, textures always come in black. No other problems importing none glass models.I design most of my models in 3ds Max then export .fbx with turbosmooth options turned off.Any suggestions would be appreciated. If I missed a step, let me know.Thanks,
I want to make a player automatically grab an object when they bump into it instead of having to press the hold/grab button. Is there a way to do this? I don't see any method that would allow me to place an object in an avatar's hand.
Hey everyone,I've been running into a recurring issue where Horizon Worlds crashes when I grab or re-grab objects that have physics enabled. It seems to happen more frequently with objects that have complex geometry or multiple colliders. The crash is especially likely if I throw the object and then grab it again before it comes to a complete stop.I've submitted a formal bug report about this, but I wanted to check in here to see if anyone else has experienced something similar. Understanding if others are facing the same problem could help in identifying patterns or potential workarounds.Has anyone else encountered this issue? Any insights or suggestions would be greatly appreciated!Thanks!
Hi everyone,I'm currently creating 3D assets for Horizon Worlds and using texture atlases to reduce draw calls. However, I’ve noticed that when I import multiple FBX files, even if they reference the same material/texture, it looks like Horizon Worlds duplicates the material for each asset.Would it be better to group those assets into a single FBX that shares one material across the mesh? Or is there a way to ensure separate assets can reference the same material instance without generating duplicates?Any insight on how Horizon handles this behind the scenes would be really appreciated!Thanks in advance.
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