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[Direct Link]This week, we introduced the ability to create experiences with dynamically aligned geometry by allowing access to Bounds via Typescript, expanded mobile joystick options with the new dynamic joystick option, increased the ease of importing 3D models, and fixed commonly reported bugs. Read on for more details on Meta Horizon v209: New Features Improved the ability to create experiences with dynamically aligned geometry by allowing access to Bounds via Typescript. Creators can now create an item for in-world purchase (IWP) without the restriction of needing a thumbnail image taken from a VR screenshot. Custom images can now be uploaded directly from the desktop editor. (MHCP Only) Implemented new Dynamic Virtual Joystick option for mobile experiences. Dynamic joystick will re-orient itself and follow the users' input when the joystick nub has been moved too far from the base joystick container. To enable Dynamic Joystick on mobile you need to go into PUI, navigate to Setti
Before when I would upload an asset (an FBX file), it would tell me if I was missing a texture and the file name for that texture (eg: Missing texture Material_BR.png). Now it appears to be gone. This was very useful as it would help me learn what the texture name should appropriately be. Does anyone know what happened to this feature or if it’s possible to turn it back on?
Here's what I hope is an easy question. Once I hit a trigger, I want to deactivate it. However, making it invisible does not deactivate it, and setting collidable to false this.entity.collidable.set(false); gives me an error message "Unexpected error for action: setCollidability". What am I doing wrong?
Hey everyone can anyone tell me if object spawning and despawning will work for this objective. I want to create an asset that works as a trigger another item and when you untouch it the item disappears? So an example I create a book.... A player touches it and it opens a page large so that they can read it and when they untouched a book or after several seconds the page disappears? Is object spawning and despawning the way to do this or is this not possible? Thanks, VR_Adventures
Hi, I’ve made a thumbnail for my video game. When I go to the publish window and click on “Change Thumbnail,” I get two options: one is to upload a photo from my Horizon gallery, and the other is to take a photo of my world. I’d like to know if there’s any way to upload the image from my computer, since Horizon’s gallery doesn’t allow uploading files that aren’t panoramic or spatial photos.Also, I’d like to know how Horizon chooses between horizontal and square images—should we upload a square image, and if so, where can we do that? I’ve been looking through the documentation, but the only thing it mentions is taking a photo within our world, which personally doesn’t seem like a great option to me.
Hello creators! Level design is a crucial aspect of creating engaging worlds. We want to hear your favorite tips and tricks for designing levels that captivate and challenge players. What resources or sessions have been most helpful for you? Resources could range from keyboard shortcuts, video tutorials, or anything you’ve found helpful. What are your go-to techniques for creating immersive environments? Share your secrets! How do you balance aesthetics with functionality in your designs? We'd love to hear your approach. How do you design your core gameplay loop to be engaging and keep players coming back? Share your strategies for maintaining a fun and rewarding experience that encourages replayability. Let us know your thoughts in the replies!
Hello everyone is there anyone here with experience, importing 3D models into the Horizon desktop editor that can help me out. Even if you could give me written instructions. I did ask AI in the instructions it gave me didn't work. I'm trying to import 3D models that I created in Shape Lab Lite into Horizon. I'm exporting from Shape Lab Lite as FBX, with external PNG Texture files. I've made sure they're below the 50 MB but they still are not importing into the desktop editor. I don't know if I'm not applying something in Shape Lab that I should be, or if I'm doing something wrong in the editor. Is their anyone that could please help me. Thanks in advanceCat, (Aka) VR_Adventures
I'm still pretty new to everything with the I was trying to create some animated FBX objects but couldn't get it working.I was thinking if it's not possible to import animations could I build custom meshes for NPCs to do the same thing? Could someone help me, or point me to the documentation where I'm able to pull in custom meshes and animate them? I kind of wanted to have some cute animals hanging out or having like a 3D animated hologram sign. Maybe just knowing how to sequence animations with typescript could be helpful.
I'm using a texture atlas because I have a lot of tiny textures for a use case in Horizon Worlds. When the textures are rendered, the interpolation used is linear and the result is very blurred. I want the interpolation to be "closest" instead.Currently my textures are 8x8 pixels of a larger texture atlas. The only way I have found to fix the blurring is to make them individual 256x256 textures, which is a huge waste of memory and loading time. Would love it if there was a better solution.Any suggestions?
Lately, I’ve been experiencing a frustrating issue in Horizon Worlds when scripting with codeblocks. Very often, my entire script suddenly disappears, and even when I try to undo, it doesn’t come back. This forces me to redo everything from scratch.Has anyone else encountered this problem? Is this a known bug, or is there a way to prevent it from happening?Thanks in advance for any insights!
UTC is a universal time zone system based on a 24 hour clock. It updates its time based on the local user's time zone.Can anyone help me with a codeblock script that displays the current time in UTC?
I have over 100 assets prpared for my world and I would like to bring them all in at one time, rather that individually.I know this is not possible in VR but what are the recommentations for the Desktop editor?
some sort of internal reorganization of HorizonProperty type with a Cached version that seems used to caching some bridge call values during the frame a new Bounds class that gives the center, extents, min, max, and size of of a bounding box new Entity.getRenderBounds() that returns a world axis aligned bounding box for the visually rendered elements of an entity new Entity,getPhysicsBounds() that returns a world axis aligned bounding box for the collider (i.e. physical) bounds of an entity. notes on Player.locomotionSpeed bounds of 0-45 m/s new WorldInventory.grantItemToPlayer() api that allows you to give a player an IWP (via sku) without them having to purchase it. Great for provisioning up a player's inventory, or giving out freebies for in-game bonuses! new WorldInventory.getPlayerEntitlementQuantity() api to find out how many of an IWP item (by sku) a player has. new Camera.forceLookAt() api, Camera.stopForceLookAt() api, and Camera.isForceLookAtCamera property. forces the Atta
I'm struggling to figure out a good learning resource for a lot of building in the Horizon World with the desktop editor. While the documentation gives some clues as to how to do things, it's not clear to me how to actually do some very basic things I'd like to do. I have a mountain of brainbusters.For instance, one of the many things I'd like to be able to do is swap a texture through typescript. AI is sure confident in the code it produces, and has been helpful to a point, when it's wrong it's a wild goose chase through documentation. Can I adjust mapping of a texture with code? How would I even search documentation for that? Is there an active real time community resource people are using? I've seen some dead discord links around. The tutorials and documentation has been helpful but still I feel like I'm moving at a painfully slow pace. I'm having a blast building and my ideas move faster than my ability. All advice, guidance and direction is appreciat
What's the deal with backface culling in horizon? Example above the object the texture looks perfect FULL LEAVES under the tree the leaves look INVISIBLE?Any tricks I've seen other places successfully accomplish this?
Is it possible to add custom sprites and create your own effect in Desktop Editor? Or the only effects available are in the gizmos drop down menus? I'd like to create a custom Trail effect.Please advise, thank you.
What are your suggestions for a great video? What software would you recommend?Last competition there were some hiccups with the requirement to upload a video about your submission. Here is a link to tips and tricks for a great hackathon video. https://info.devpost.com/blog/6-tips-for-making-a-hackathon-demo-video Here is the link to more info on how to upload the Devpost Video. https://help.devpost.com/article/85-uploading-a-demo-video?_gl=1*fl4whb*_gcl_au*OTk1OTI5NTIwLjE3NDE3MTQzMTg.*_ga*MTAyODIyNjgyOS4xNzQxNzE0MzE4*_ga_0YHJK3Y10M*MTc0MzcxMzIwNS4yNy4xLjE3NDM3MTM2NTYuMC4wLjA.
How do i get my objects to have this level of shine ?
Hi 🙂I'm having an issue where the local implementation of the entity.getComponents() function only finds the requested components on objects that a player has previously owned (grabbed).The situation is set up such that there is an object (bat) that will hit a collider assigned to a player. Player1 picks up the bat (ownership is transferred) and hits Player2's collider (which is owned by Player2). Running batEntity.getComponents(batScript) function within Player2's collider does not find a batScript component on the bat. Even if P1 drops the bat and grabs it again, I get the same result.However, after P1 drops the bat and P2 picks up the bat and hits P1, then getComponents() finds the requested component. Subsequently, if P2 drops the bat and P1 picks it up and hits P2, now getComponents() finds the batScript component as well. Thus, getComponents() seems to only find components on entities that the player has owned/grabbed previously.An alternative scenario is if P1 hits a
Help here, I just created this typescript but it seems not working, any idea how to get it fixed? I would really appreciate any help, thanks. sorry for the sideway picture.
Hi 👋Is there a way to change the world creator to one of the editors? So that when the world is published, a different user will be stated as the creator?Perhaps there is a way to remove myself as the world creator, and then an editor would automatically become the creator of the world? Please let me know.I don't want to duplicate the world to avoid losing the likes and stats.Thanks!
Hello!I continue my CUI journey and am attempting to overlay icons on my typescript buttons by using absolute position and zIndex. I've run into an issue where the icon blocks the button functionality and would like to know if it's possible to set an image to ignore raycast.
just want to say what a great townhall lots of my questions answered and just to say thanks for giving us support and great news moving forward i hope to be apart of this for years to come and anyone ever need help in pc or audio areas or even blender iam all ears regards ketchup.
I have a project using a navmesh profile and some of the UAB's. They all work perfectly on Desktop and in VR, but when testing in Mobile the navmesh is not recognized at all. Any ideas?
When Facebook has told us to use their sounds and music, why, when we bring them in to our worlds, do they come in as mutes and not approved.Is this a bug?Please advise.Mike
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