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So I tried fiddling with both rotation and position on HWXS grab anchor but it doesn't seem to do anything - I'm trying to make this grab look less awkward by rotating the cookie...
How to hold the aim pose when grabbing a laser?It seems that when a player grabs a laser, the aim pose is held for a second before the normal avatar idle loop changes the position?Is there a way to have the player hold the aim pose so there is more control in shooting?
Can we use our own fonts or change the default font in text gizmo?
what are the strange green things in the mirror?
Wie kan mij helpen Iedere keer als ik items uit de algemene bibliotheek in mijn wereld zet en probeer te publiceren dan pakt het niet , ik krijg dan pre release . zoals bijv. de bomen, decoratie, enz.Dit krijg ik continu Ik heb geprobeerd ze over te schrijven en zelf een asset er van te maken, maar ook dit pakt niet.Ik ben zelf ook niet zo thuis in die dingen ( dit is allemaal nieuw op mn 70e jaar ), maar vind het raar want waarom is er anders een asset bibliotheek als niets pakt .
for avatar pose, can it still work when scaled to 0.1 (avatar scale)?it seems avatar pose doesn't seem to activate when scaled too small, even if the avatar is also scaled
is it possible to align the raycast gizmo and grabbable crosshair to the start or end? Or is it only at center of screen even if the player's pistol or gun is not centered to screen?
When does one know if a component's exposed Property in Desktop Editor is editable in typescript? So I had thought you could rename a spawned object (since the property is exposed) but it seems that that is not the case.... and other such assumptions now requiring severe workarounds
What is this May bonus banner that keeps showing up at the Desktop Editor? How does one sign up for it? And is it bad to sign up too early before your world is ready?
Does such exist?Slowly building one...- Unity getComponentsInChildren -> hz.getComponents- Unity getComponentInChildren -> hz .as
is it possible to rename a NPC agent using typescript?
How do you import an entire world (edited in 3ds max) back to Horizon?
when a player sits on a pose gizmo, can they not look so awkward as they look around?
How do you change the name of a spawned entity at runtime? incidentally after hours of spinning, chatgpt deep research couldn't figure it out!
is it possible to tile textures on a plane?
Im running into some really frustrating bugs that seem to be on horizon's side. Curious if anyone has any suggestions or workarounds, as the due date is soon. 1. Only players added as collaborators are able to join my published world. If they are not added to the world, they just get stuck in an infinite loading screen. I'm worried this will keep people from being able to play my game. The world is NOT set to private. 2. Jump is breaking over time. It has been fine until today, once getting 5+ people in the world. It seems like a compounding downwards gravity is getting added. Within 5 mins, players could not jump, and going onto objects that are supposed to launch the player stop working. Given that jumping is one of the main mechanics of my game, its a pretty brutal bug which makes the game unplayable. I assume it has to do with me adding force to the player on certain collisions, but adding force in 1 frame should not be constantly adding downwards force (especially with t
Tricks and techniques for perfectly framing a fixed camera? Is there a way to preview the fixed camera before jumping into simulation mode? Is there maybe some sort of camera frustrum shape that can be used?
i am still trying to understand local vs default... but also, is it possible for multiple players + NPC to be in the same bus/car/van, or moving platform?
Suppose I save the same Gen AI Model to Assets, will it have the same Asset ID or a different one? I'm trying to de-dupe a lot of horizon generated models that look similar or might be the same.
Hello! So I'd like to build a creator game, but... So I asked Horizon Gen AI llama whether it is possible to do persistent placement and it said I needed clarification on whether allowing users to spawn persistent objects would be against policies? Here's the generated: No, it is not possible for a user to throw an entity on the ground and have it be added permanently in a world. In Horizon Worlds, entities spawned or manipulated by users are not persisted across sessions by default. When a user throws an entity, it will be simulated by the physics engine and may come to rest on the ground, but it will not be permanently added to the world. To achieve persistent entity placement, you would need to implement a custom solution using Horizon Worlds' scripting capabilities, such as using the `World.persistentStorage` API to store the entity's state and re-spawning it when the world is reloaded. However, this would require significant development effort
import { PropTypes } from 'horizon/core';import * as hz from 'horizon/core';//import { Component, Entity, Player, Vec3, CodeBlockEvents } from 'horizon/core';class Test extends hz.Component<typeof Test> { static propsDefinition = { destination: { type: PropTypes.Entity }, // The entity that represents the destination triggerEntity: { type: PropTypes.Entity }, // The entity that triggers the teleportation }; start() { console.log("TeleportComponent TEST started"); }} hz.Component.register(Test);
How to enable users to rotate scale and otherwise transform entities in default (non local)?
For framing a fixed camera perfectly: Is there a way to spawn an entity at the position and rotation of the camera in editor?
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