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I've copied the script from this tutorial pageMeta Developersthe second line has this code blockimport * as hz from 'horizon/core';import { UIComponent, View, Text, Binding, } from "horizon/ui";When i put it in my script i get this error: Cannot find module 'horizon/ui' or its corresponding type declarations.What is happening here?
I'm looking at adding Scripted Avatar NPCs to my worlds. I'm looking at Meta Developers example 1 which should be suffice as I will know the coords the avatars should move. However with the example test script I get the following error:"Failed to call method 'start' on script component instance: Error: Exception encountered running bridge method 'AgentLocomotionMoveToPath': Locomotion is not supported on this entity"Any ideas on how to make this work? I've reported it as a bug to meta via the editor.
Is there a way to have spatial CUI fill the full screen? I had no issue in desktop, but in VR could not get it to fill screen.I tested using width and height above 100%, tried all kinds of sizes, changed scale and was not able to find a way.It is useful to have fullscreen for certain effects, were a box would look odd. I am assuming you can use spatial and attach to head, but not sure, would be odd to have to go that route though.
I had a day off today and I spent most of it visiting Horizon Worlds games on my mobile phone.Most of the ones I liked I could see how to develop (well if I was working with a good artist!). One or two seemed to use features unavailable to most creators (video or clothing for example).The Yeet Yourself game seems to do wildly different things with the Worlds engine than anything else I've seen.But my main question is how some worlds did such good work with animated waterfalls/water spray and animated fire. Are there any good tutorials on water and fire?
Not really sure what is happening, all of my scripts are gone from my scripts tab. I cant access them in build mode on the VR nor the desktop editor.
Is there a reason why my “Milestone Rewards” going down and not up?
Hello, anyone have a russian roulette table script to share? Thanks
Hi,I have an FBX model (just a simple plane) to which I’ve assigned vertex colors in 3ds Max using Assign Vertex Colors > Lighting Only. The colors are visible in both 3ds Max (using Object Properties > Vertex Colors) and Blender (in Vertex Paint mode), but they have no effect in Horizon Worlds. I assumed Horizon Worlds would use vertex colors for shadows and lighting as stated in the documentation: “Horizon’s lighting solution (RTK) uses vertex colors to add lighting information to the scene.”Could you please guide me on how to use them for shadows and lighting?Setting for creating vertex colors based on lighting in 3ds MaxViewing vertex colors in 3ds MaxViewing vertex colors in blenderImporting the model to Horizon Worlds Desktop Editor
What determines grip points in custom meshes? For example, if I make FBX models of a gun or a cup, bring it to Horizon World Desktop Editor, how do I make sure that when user grabs, the object ends up being held exactly how I need it to be held?I am also wondering whether it's possible to set a pose on the grabbing hand, for hand to align with the object being grabbed.
I am wondering if two-handed gripping of an object supported in Horizon Worlds (holding a large axe or big weapon or pulling large object with both hands grabbing it, etc.)
I've been looking at a number of Horizon Worlds worlds/experiences/games and have been using "likes" as a proxy for success to get an idea for what successful games look like. And I am finding it hard to draw conclusions.One thing I notice is that many games that have a lot of likes have been around for a while or are connected to creators that have been around for a while. Even new games that won prizes in the last mobile contest often don't have a lot of likes.I am also still puzzled as to what algorithm Meta uses to promote worlds, other than games that have a lot of likes/players, get more promotion, leading to more likes/players. As a result there are a few games that get a lot of promotion and have a huge number of likes and many games that seem to get little promotion and so of course have few likes.For my own games, I notice that once a month or so for a day or two the impression count goes up and then drops down again to a very small number. Is this a sign that Meta randomly c
I just got rid of the pilot chairs in my Starship game because attempting to get out of them would sometimes randomly teleport the player several metres above the starship.Is there a known bug with leaving chairs in the Avatar Pose gizmo in Horizon Worlds?
So, I got typescript script that works perfectly fine in the Desktop Editor, in Preview, but doesn't work at all in VR (neither on desktop nor when published).What could be the issue ?
Hello,My world has "Visible to public" publish settings off and disabled. I am not able to turn it on. I got advice in discord to unpublish and publish again but this will affect the publish date for the competition. Is there a way to turn this settings on without unpublishing?
I have several people on my friends list, but none of them has Invite button. Horizon Worlds seems to be different than Meta Quest Developer's Hub where I can just invite via email.How do I invite people to test my world if I don't have an Invite button in any of my friends' profiles?!
Does anyone have horror asset I can use. Also anyone have tutorial where u put key in and teleport show up. I gonna make new world as horror edition
I turned this into its own thread sense it seems this is a Horizon World issue and not just my world. Would love if any would help test this to confirm if what I am seeing is correct. ## BugUsing a portal breaks player collision. I tested this many times by directly traveling to Super Rumble, where no bug was occurred. I then tested many times using portal, where the bug would occur most the time. Wrote down on a paper trying to make sure I had high confidence in the bug and reported the bug using the 4 button report thing.Going straight to super rumble: No IssueGo to rumble using portal, bullets start going through some players. It is at random but the players you can't shoot stays the same. So you some players you will be able to shoot and some you can't.Recreating BugTo recreate this bug go to horizon lobby area, create portal to rumble and shoot at players. Keep in mind if you shot the guns it will trigger hit, it is the player collider that on some players you won't be able t
i am still trying to understand how players can spawn entities... but i'd like to understand how you might implement "leaving footprints" when players or NPCs walk across certain surfaces?
Hello,Unsure this is the correct forum to ask this question, it seems you can only have access to one at a time which is a bit silly but any ways. I've just downloaded the sample "rooftop racers" world and I'm looking at the the double jump logic. I see the relevant logic inside PlayerLocalController script that actually implements the double jump. I think I understand the toggle stuff between player and server running. However what is confusing me is in the world there are 8 objects configured with the script attached. Setup like you have to attach the object/script to the player when they enter the game. Is this truthful and where can I find that logic which attaches the player to the object?
Hi,I'm looking at the keyboard shortcuts for 'Preview mode'.With the quest you have controllers so you have more options than just jump, grab and release. Is it possible to manually map a key. Is this documented anywhere?
So I think I figured out why many worlds are laggy and kicking people out. LEADERBOARDS. In 3 worlds of mine and another I'm working on that became super laggy, high crash rates, hitch fraction on June 28th. I deleted all the LEADERBOARDS, everything about them (ie, Physical objs that display, any script references, and the variables in the Leaderboard tab of the console). All 3 worlds now run flawlessly. For now I can create in session "leaderboards", but they will only show historical data for those in the session based on the ppvs. So if your worlds became laggy, kicking people out on or about June 28th, I recommend deleting everything associated with the built in Leaderboards. How Meta has not "discovered" this by now is disappointing. Good news, historical data will continue to be saved in ppvs, just not displayable until they figure out what happened to them. If this indeed is the cause of the issues so many are having i think I need to come to Connect to further expl
Can creators share trimesh with people who are not in the program?
Thanks to everyone who participated in the July MHCP Creator Meeting and shared their insights. We’ve finalized the community letter that reflects our collective feedback, priorities, and requests, this is the letter we’ll be submitting to Meta.You can read and sign the letter here: https://docs.google.com/document/d/1LKbMF-troZqhSEqu2yCR3dTgH7Vl8DZGHT-cFrq5UK8/edit?usp=sharingWe’d love for you to add your name and show your support.These meetings are more than just a conversation, they’re a chance to take real action. Your voices shaped this!
I see that there are now options for landscape and profile world promotion videos to complement the thumbnails. I see this for my world:How do I upload these videos?
Hey all, I wanted to make this post to gather opinions and start a discussion about the state of Meta Horizon Worlds and where it’s headed as a platform.I wanted to start by saying that I’ve always loved the idea of VR. Being fully immersed in a world where you can do things that you can’t do in a typical 2-D flat screen experience is one of the most amazing things I think anybody can experience.I still remember when I first got my Oculus and how amazed and fully convinced that this device would be one of the biggest revolutions in gaming and social interaction whenever more people experienced it.There has been a ton of progress made in VR, and specifically Meta Horizon Worlds, but there’s still a long way to go before this platform reaches its full potential.Now that we’re done with that intro, I wanted to get to the real meat of this conversation. I personally think this push for Meta Horizon Worlds to be a mobile platform is a huge mistake, and that this focus on mobile is causing r
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