Thanks for joining our creator community! Are you ready to get started?
Before posting, please review and adhere to our Community Guidelines.
Recently active
Hey, I generated a texture on a cylinder within Horizons Desktop editor. More or less just messing around with it to see what it could do. For some reason, it is not texturing the face of the top of the cylinders. Anyone else having this issue or know a solution for this?
I started a world, it's using 3D Modeling. I'm using the new blocks, like the cube etc. Are we forced to use textures on all of these? I'm looking for a way to just give them a color, I see no options - even on desktop editor.
hello everyone I have this error that I can’t seem to find on how to fix it, any help will be much appreciated. Thanks
Before we were advised to use the Discord to verify someone is in MHCP before discussing NDA information. With the transition to this forum, what is the recommended method for us to verify other users before continuing those conversations?Also there's not a label for program level questions like this.
Hey all,What would be the reason a simple mesh rectangle (like a wall) textured in blender would flicker in horizon when there are no NGons present?
Know that the desktop editor is becoming more widely used, I believe creating separate versions of the editor will benefit creators. As an example, Unity has several LTS versions and a beta version of the editor. Each version gets updates that the creator can update to if they so desire. While I do not think we need several LTS version of the editor, a single LTS version and Beta version would be nice. Couple that with optional updates can help prevent projects from being bricked mid development.
Currently we are able to get the players device (VR, Mobile, Web). However, we are unable to get the make or model of the device such as Quest 2/3 for VR, Chrome/Safari for Web, and iPhone/Samsung or Mobile. With the push for mobile being even more centered I believe we need to be able to know what mobile device the player is using. Every mobile device has a different screen layout and depending on the device, camera lens placement can affect the user experience.
Will there be textures coming for Normals and Displacement textures? (If there already is a way wouldn't mind being informed.)
Hello fellow creators!I'll start by saying that I absolutely love 3D modeling and CMI (so much so that I'm currently back in school for it). So, I don't just want to make pretty things, I want visitors of my worlds to have great experiences when they enter them, especially first impressions. With that said, I have done my own research during my build and spoken to some amazing creators on the platform, but I would love to hear from all the CMI creators/3D modelers on here, especially if you build your own assets, what are your best suggestions/tips, and best practices for optimizing your builds/assets for VR/Horizon Worlds? Such as, what is your go to amount of polygons(faces) or vertices? I know HZW allows a big amount of verts, but from your experiences creating in VR, what is your recommended amount of verts or polys/faces per asset and world? What are the best ways to ensure less draw calls and high FPS? Maybe, what are some things us modelers should def avoid? Any
I don't get it--I've deleted and replaced every single primitive with trimesh. But when I try and spawn one of my CMI assets I get this error:[User] Spawn ball failed with error: Spawn failed due to containing content unauthorized for this world (likely for spawning CMI asset in a primitive world or vice versa)...Ball spawns an asset I made with trimesh.What is considered a primitive? I replaced every single mesh in the world with custom tri mesh...I do have text gizmos. Is that considered a primitive? Or does it not matter that I removed them all and once a primitive ever existed in your world its cursed to be determined to be a primitive world?? I just don't get it.I wish it would tell me which primitives are still in the scene, but as far as I can tell there are none!Also will this restriction of not being able to mix and match trimesh with primitives ever going to be resolved? It's a HUGE productivity drain to have to use custom geometry even if you just need a simple box somewhere
I'm Canadian. So, I can only assume that I don't have all the required access that I need.I'm trying to make an object shine like metal or chrome. But the texture codes that are provided are not working on my end. According to the MHCP site for CMI in order to have something shine like metal. The file must be _BR, and the material name ending in _Metal. This does absolutely nothing for shine or adjustment for metal texture. It will make the object darker. But it will not put a shine to show separation of material. Am I doing something wrong, a bug, or not available for Canadians?Also issue with the glass as well. Only making the object look inverted, even though the faces are normal without being flipped.What am I doing wrong? Note: I'm able to do emission glow for objects, but that seems to be the only material that seems to work for me. Everything else does not work.Works- Glow PNG: Glow_BR.png Glow_MEO.png Material: Glow_BR, Glow_MEO.Does not Work- Transparent PNG: Transpa
The size and orientation of Doors, World Pages, Mobile world search and portals are all different. We need to be able to set up and add all of those World page media from the Desktop editor. Especially with the halt in support of the VR editor
I'm sure others have requested this but it would be really great to be able to bring in animated models...almost all the creatures I make are animated and it would be so great to be able to bring them into Horizon!
Posting & Community Guidelines Welcome to the Meta Horizon Creator Forum! This is a space for creators to connect, share insights, and get support as you build and grow in Meta Horizon. To keep discussions productive and welcoming for everyone, please follow these posting guidelines. Stay On-Topic Before creating a new thread, search to see if your question has already been answered. Post in the most relevant category for your topic. Keep discussions related to Meta Horizon development, creation tools, monetization, and community-building. Be Respectful & Constructive Treat all members with respect. Disagreements are fine, but keep discussions professional and productive. No personal attacks, harassment, hate speech, or inflammatory comments. If providing feedback, be constructive—help others improve, don’t tear them down. Provide Clear & Helpful Posts Use clear titles that summarize your question or topic. Avoid vague t
Is there a way to upload rigged models? I am fairly new here, so apologies if this has recently been answered.
I am having an issue with player.variables. It doesnt exist. What is the correct way to access import * as hz from 'horizon/core'; class Mob extends hz.Component<typeof Mob> { static propsDefinition = { maxHealth: { type: hz.PropTypes.Number, default: 10 }, xpReward: { type: hz.PropTypes.Number, default: 50 }, }; private health!: number; start() { this.health = this.props.maxHealth; } takeDamage(amount: number, player: hz.Player) { this.health -= amount; console.log(`Mob took ${amount} damage! Health left: ${this.health}`); if (this.health <= 0) { this.onDefeated(player); } } onDefeated(player: hz.Player) { console.log(`Mob defeated! Awarding ${this.props.xpReward} XP to ${player.name.get()}`); // :white_heavy_check_mark: Retrieve current XP from player variables let currentXP = player.variables.get("playerXP") || 0; let newXP = currentXP + this.props.xpReward; // :white_heavy_check_mark:
Are UI Gizmo's Grabbable? I made the UI the child of a Grabbable object and while it works on a desktop - it (and all other UI) disappear in VR mode. Is this not supported, done differently, (or a bug)?I'm making a controller for a 3D slideshow mechanic. I'm a teacher, so think PowerPoint, but with the option to bring in 3D objects (with interactive local behaviors) and rooms / worlds (mini tours / missions). I've got it all working with tiny trigger boxes, but it feels - well, inelegant. Tutorials & example worlds, welcomed. If you are interested in teaching / presenting in VR, just reach out 🙂- Steve
Today, I saw a case where interactive non-blocking overlay CUI appeared in VR. Previously, I think that did not work in VR at all, correct? Only interactive blocking and non-interactive overlays worked. Now, it appears, but it is NOT interactive. So if you have a button on it to, say, dismiss the UI, VR users cannot click on it because it does not raycast?This was not my world, so it may have been something else, but they did say that they had not touched that world in quite a while and it just started happening.Anyway, some confirmation from others would be good. I have not had time to make a 'simple test case' but if anyone has one handy, can verify this is happening, and file a bug, that would be great. Not sure exactly where to file bugs now, tho. I think ABXY in headset or desktop editor? Unclear.
Hi,We just noticed our world has not made an automatic backup since the 19th of february. And all attempts at making a manual backup says it succeeds but I can't see the backup. Is the backup system broken?
Horizon Worlds has always been special because anyone could put on a headset and start creating—no coding degree required. Codeblocks made that possible, giving creators of all skill levels the power to build without overwhelming barriers. Now, with the shift to an industry-standard desktop editor and a programming language that takes months or years to learn, Meta is moving away from what made Horizon truly unique. Advanced tools are great, but not if they push out the very people who made this platform thrive. Please don’t turn Horizon Worlds into just another complex game engine and if you do please remember the little guys.—keep it accessible, intuitive, and open to all.
Hey, If possible can we add the item management logic under the sales tracking section of the IWP Summary on the dashboard? Shown here is all of the data we can see under this tab and we can set a lookback time or date range. ie. last 7 days, this month, and so on. The other tabItem management Has the specific world however, is lacking the lookback time or date range feature. This helps identify on this screen but it shows the items lifetime data vs the specific date range. Thanks all!
I want to start with a bit about myself, I've always loved video games and have always wanted to get involved in making that experience. As a kid I never was able to get into computers and as an adult never thought I would've got any opportunity to work on games because of that. I got the Oculus in 2023 for myself for Christmas, and shortly after found Horizons. At first, I explored the many amazing worlds and spent time socializing with friends. Then I found out that almost everything I saw was built on the Headset, I went to creations started my first world "The Deep Oasis". Boy, was I hooked! Months of building with primitive led me into learning Codeblock Scripting to make my worlds come to life. The months of Codeblock Scripting led me to building my very first game and many more after. After Building all these worlds on the headset and learning how to put it all together gave me the knowledge and confidence to purchase a computer and tackle TypeScript, Blender, Unity and more in
So I have this game where there are two leaderboards--one is the all time leaderboard, the other shows just the scores for the last round. However, there seems to be no way to programmatically reset the leaderboard? What I'd like to do is clear this leaderboard so that the scores I insert are the newest ones just for the previous round.Granted--I suppose this wouldn't work since the var is persistent and people in other instances of this world would see the leaderboards and vice versa...they'd get overwritten.I guess what I'd like to see is some a type of leaderboard that is just for the instance of this world, not globally for all instances? What are people using for this feature? Just rolling your own using the built in text gizmo?
Moving this here, for now, as the discord channel is locked. some documentation comment expansions/updates Some new interfaces like `HorizonReferenceProperty<T>` and `Copyable<T>` to improve the API underpinnings for `HorizonProperty` usage, but seemingly not currently used. `TriggerGizmo` got player specific settings with `setWhoCanTrigger()` and `getWhoCanTrigger()` apis. `AudioGizmo` pitch range updated to -24 to 24 (from -12 to 12) new `Player.focusUI()` API that lets you focus a XS player in on a Custom UI gizmo. Comes with optional `FocusUIOptions` `duration` of the transition animation `horizontalOffset` (units unspecified?) of the UI in the player's camera view (positive to the right) `verticalOffset` (units unspecified?) of the UI in the player's camera view (positive upward) `rotation` (in euler angles??? not Quaternion????) of the player's camera view facing the UI (unclear if local or global coordinates 'fillPercentage` - the distance fr
Hey creators! Does anyone have any good tutorials or advice for creating Quests/unlocking achievements?Can you use code blocks with the Quest gizmo, or do you need to use Typescript?I want to enhance some of my worlds with Quests, but need some help getting started with them. Thanks!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.