Thanks for joining our creator community! Are you ready to get started?
Before posting, please review and adhere to our Community Guidelines.
Recently active
I'm trying to share an asset folder with another developer. However, in the web interface when I add the username using the share button, I get this error (where xxx is the user's name I'm trying to add) 1 person could not be given accessxxx is not able to use shared folders at this time. What does this error mean? This user is added as an editor of my world, but I can't share any asset folders with him, apparently.
Hello everyone! Mobile accessibility is key to reaching a wider audience. We want to know your favorite mobile-friendly Horizon Worlds and why they stand out. What makes these worlds particularly mobile-friendly? Share the design elements that enhanced your mobile play experience. How do you ensure your worlds are accessible on mobile devices? Tips and best practices are welcome! What challenges have you faced in optimizing for mobile, and how did you overcome them? Let's discuss solutions.
I keep getting this bug almost everyday now my occasionally don't load up properly or even at all in some cases and also disappearing which makes me constantly have to search through the library to re-edit or spawn a new gizmo which eventually auto deletes itself and the library search bar is no help and not active this is extremely frustrating and time consuming . Meta really need to fix this if they plan to expand horizon worlds
Can the AI-generated skyboxes be used in primitive worlds, or will it prevent from publishing? While most of my worlds these days are trimesh, I do have some prim worlds that I'd like to publish and don't want to error out because of the skybox tool.Thanks!
Hi creators,I'm using the Chop n Pop as reference. My goal is to collide with the trigger (treating it as a bullet collectable). When triggered, increase the count on the UI. However, the UI count is not being updated.Here is what I have done:I have a CustomUITrigger.ts attached to a Trigger and a HeadsUpDisplay.ts attached to a CustomUIIn play mode, I have Custom UI display an image and count of "0" Here is my CustomUITrigger.ts. OnPlayerEnterTrigger is being called because I have a console.log thats gets printed everytime I collide with the trigger. However, this.ammoUi?.updateCount(this.ammoCollected++); this not appear to do anything. I know it is because ammoUi is null, but I don't get why it is null.Here is my HeadsUpDisplay.ts (split into two images). I'll be honest, the UiComponentsRegistry was copied straight from Chop n Pop. I have no clue what it is doing which may be why ammoUi is null....although when I added a console log to see if entity id had a value, it did print
Hello all, new Quest user here. I would have thought this would have been asked already, but my searches have come up empty; feel free to link me to a previous question if it has already been asked.From the warning in the headset about the built-in creator and the fact that the documentation is all very desktop editor centric, am I inferring correctly that the built-in creator is going to be phased out and Worlds development is going to be Windows-only going forward? As a Linux user, I've been trying to get the in-headset build tools to work, but I've hit problem after problem (inconsistent scaling, some objects appearing to be locked and unable to be grabbed despite properties showing unlocked, scripts disappearing or not being able to be edited, etc) and am concerned that this will all soon be removed anyway, so am wondering if it's even worth pursuing?
According to the LLama, it says I can upload .mp3 or .wav files in the Desktop Editor. I can't see anywhere to do that. The asset types I can upload/add are the usual text, texture, etc.
Dear MHCP community,Is this a glitch or something? I have a pretty good performance like time spent and believe that I should earn a good amount of dollar. Thank youHave a good day ahead
[Direct Link]In case you missed the v208 Release Notes post. Note that release notes will be viewable directly in the Desktop Editor soon (as mentioned in the upcoming features section). This week we improved the backend stability of the desktop editor, simplified the process of importing custom skyboxes, and fixed bugs reported by the creator community. New Feature Simplified skybox creation by only requiring a standard cube map to be uploaded in order for a skybox to appear. Quality of Life Improvements Instead of having to use "OnProjectHitObject" to know when a specific object is hit, or "OnProjectileHitWorld" to know when anything is hit, you can now use "OnProjectileHitEntity" and it will let you know both. Improved memory leak detection. Bug Fixes Fixed a big where selecting an object's “x” position would select another object in the hierarchy. Fixed a bug where the publish buttons at times did not appear in the desktop editor UI panel. Fixed a bug where custom
Hi creators! Game design is at the heart of engaging worlds. We want to know your favorite resources for game design and how they help you create better experiences. What resources do you rely on for game design inspiration and guidance? For example, playing games to analyze mechanics and level design, watching online tutorials, or taking courses. How do these resources influence your design process? Share specific examples if you can. What additional resources would you like to see available? Let us know what would help you most. Let us know your thoughts below!
I'm trying to use RayCastGizmo with objectTag, but it seems like the tag set in the interface isn't being used in the script. Example:const options = { layerType: hz.LayerType.Objects, maxDistance: 10};const hit = this.rayCaster!.raycast(origin, direction); Will hits all objects, not just the ones with the objectTag set in the RayCastGizmo. Has anyone else run into this? Has this feature been removed
Hello, I don’t know if this is place to ask this, but when in build mode. I go to try to save asset and it doesn’t save anywhere? If someone could direct me on right direction that would be awesome. Thank you!
Hi Guys, how do I get access to the shared assets? I understand this is done within the "Meta Creators Program" I don't have access, I'm am in the MHCP but I've never received access to the "Meta Creators Program" discord. Other members have mentioned having access to the MCP for shared assets.Thanks in advance for any information/assistant..Looking in the Build menu under assets > commerce, I do see other folders for different assets (including textures) but all folders are empty. Am I missing something or should I have more patience to allow the access to be accessible to me?
Hello everyone,I've been working on custom UIs and encountered an issue that's quite frustrating. Whenever I try to load an ImageSource from an asset, the image often fails to display. This problem occurs with any image, and once it happens, the image won't load for the duration of the session and sometimes even after.The only workaround I've found is to leave the editor for a few hours, but when I return, the issue reappears with different images.This might be related to this post published a few days ago. Has anyone else experienced something similar? Thank you
If a player clicks the focus prompt button that is built in with customUI, do they enter FocusedInteraction? Meaning could I use the CodeBlockEvent OnPlayerEnteredFocusedInteraction? Right now my assumption is no because it is not working for me, but I wanted to check in case my code is the problem. preStart() { this.connectCodeBlockEvent(this.entity, CodeBlockEvents.OnPlayerEnteredFocusedInteraction, this.onFocusedInteraction.bind(this)); } start() {} initializeUI() { return View({ }); } onFocusedInteraction(player: Player) { console.log("onFocusedInteraction triggered"); if (this.entity) { player.focusUI(this.entity, { fillPercentage: 0.4, }); console.log("UI focused successfully"); } else { console.error("Entity is null or undefined"); } }
Hi,Running into an issue where my Spatial CUI hides spawned assets when user enters the interface. The spawns appear only after I disengage the interface. This occurs only in the desktop editor. In vr the spawned in assets appear as normal.Is this normal behaviour? Is there a way to prevent this?It's an in-game shop: The user hits a buy button - the asset is spawned in near the button.
Player.avatarScale property you can now grow/shrink the player avatar! OnProjectileHitEnity code block event replaces deprecated OnProjectileHitObject and OnProjectileHitWorld events.has a isStaticHit boolean to differentiate animated vs static object projectile hits you can now get the Entity for static hits!
Hello, I created a folder to share with my team (everyone is registered in MHCP), but there's no Share button. What can be a problem? Thank you
So I've added Meta's Public Asset folder to my account, but I'm told there's actually a bunch of new assets but I don't see them when I search for them (specifically NPCs). How do I update my Public Assets folder so I have all the new ones? I no longer see the Asset Folder option in the Build Menu which is how I added it in the first place, I think.
Is there a way to change the collision layer at runtime? I'd like to swap between Player and Entities in code.
So I downloaded a gizmo or two, but when I try to open the attached script, it's completely blank in VS Code. How do I see downloaded typescript files?
Artificial Traffic (Bots) Policy Reminder This is a friendly reminder concerning our bot policy within Meta Horizon. We’ve seen examples of creators using bots to enhance their world experiences. We want to remind everyone of the Meta Horizon Creator Program Terms and Partner Monetization Policies that you agreed to when joining the program. If incorporating bots into your experiences, please make sure that these accounts are added to your worlds as editors. Failure to adhere to Meta’s policies may impact your status in the Meta Horizon Creator Program and your ability to monetize.
Hi All,I have a question about Player Avatars as ImageSources. When putting an image in a Custom UI, I need to specify a source via ImageSource. Image: https://developers.meta.com/horizon-worlds/learn/documentation/desktop-editor/custom-ui/api-reference-for-custom-ui#image ImageSource: https://developers.meta.com/horizon-worlds/reference/2.0.0/ui_imagesourceIs there a way to get a Texture Asset for a Player's avatar? I want to show a picture of each avatar that is playing a game on a Custom UI.Thanks!
To avoid wasting time can someone confirm that this model will import properly into HZW?
Hi Creators!I am using Desktop Editor and Typescript.I am trying to spawn enemies, when the enemies spawn they will move around and look for the player, enemies can also get destroyed by bullets. The enemy is a 3D model in my assets. I can spawn the 3D model. I can also make the enemy move IF the enemy is already in the hierarchy and I attached a move/collision scripts I created. What I can't figure out is how do I attach the move script to the ENEMY ASSET (Similar to attaching scripts to a prefab in Unity). So that when the enemy is spawned, it starts moving? There is no script option unless I drag the enemy asset to the hierarchy, but then that means I'm editing a copy and not the original asset. Thanks!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.