Recently active
I had assumed extra geometry would add unnecessary draw calls, so in general, scripts are in empty gameobjects. Howevver in tutorial worlds, I notice specific cubes made for typescript scripts... so now I wonder whether there are best practices or performance considerations that might not apply?? Should Hz typescripts be in empty gameobjects or as floating cubes?
I'm trying to set a player variable, and I get this error: Error Handling Event: Error: Exception encountered running bridge method 'GetUserPersistentVarWithNullFallback': GetUserPersistentVarWithNullFallback argument at position 0 was the server player, which is not supported in this method at Object.invoke (horizon-global.js:156:23) at Object.getPlayerVariable (file://horizon/horizon/core/HorizonCore.js:6490:36) at NPCMonster.onProjectileHitMe (NPCMonster.ts:90:56) at NPCMonster.ts:72:11 at file://horizon/horizon/core/HorizonCore.js:7604:24 at Function.TracingIntegration.trace [as trace] (file://horizon/horizon/core/HorizonCore.js:7833:9) at file://horizon/horizon/core/HorizonCore.js:7599:32The code in question is a broadcast event I emit from my projectile script for the projectile shooter gizmo. When it hits an entity I send the event like this: private onProjectileHitEntity(entity: Entity, position: Vec3, normal: Vec3) { this.sendNetwor
Hello!Is it possible to remove the default grey floor?I cannot find how to do it in the Desktop Editor 😞
Hi!,I'm developing a quest system and I would like to know if there is any way to create editable array properties (for example, a list of IDs or objects) directly in the Horizon Worlds script editor. So far, I've only been able to use comma-separated strings and then split them in the script, or create several individual properties (quest1, quest2, quest3, etc.), which is not very scalable or convenient.Is there any official way or trick to expose editable arrays in the properties panel? Or any recommended practice to manage lists more efficiently and cleanly in scripts?Thanks in advance for any suggestions or experiences!
can sound recorder gizmo be used for players to leave messages like voice mail?
When you have a Trigger Gizmo with Door Interaction Prompt, how do you have the user interact with it?Is it using OnPlayerEnterTrigger or OnIndexTriggerUp or what? Neither has worked..
So the idea is that the player interacts with a trigger gizmo and is teleported to a different location in the same world. Nothing happensd. import { PropTypes } from 'horizon/core';import { Component, Entity, Player, Vec3, CodeBlockEvents } from 'horizon/core';class TeleportComponent extends Component<typeof TeleportComponent> { static propsDefinition = { destination: { type: PropTypes.Entity }, // The entity that represents the destination triggerEntity: { type: PropTypes.Entity }, // The entity that triggers the teleportation }; start() { // Check if the trigger entity exists if (this.props.triggerEntity!.exists()) { // Connect to the OnPlayerEnterTrigger event this.connectCodeBlockEvent( this.props.triggerEntity!, CodeBlockEvents.OnPlayerEnterTrigger, (player: Player) =&g
I'm trying to have a loop on a spawned object. When it's spawned it's sent and receives:const spawnAssetEvent = new CodeBlockEvent<[player: Player]>('setup', [PropTypes.Player]); I've connected it and stored the player:this.connectCodeBlockEvent(this.entity, spawnAssetEvent, (player: Player) => { this.player = player; console.log(`Player ${this.player.name.get()} received spawnAssetEvent`); this.initialize(); }); My issue is as follows:this.async.setInterval(() => { this.worldtick(); }, 3000);I have several methods using this.player. The setInterval loop when placed in start() will do the loop but because the player isn't yet assigned by the spawnAssetEvent it errors out with:Error Executing Async Callback:TypeError: Cannot read properties of undefined placing the setInterval inside the connectCodeBlockEvent to assure the player is assigned before the loop starts doesn't fire because it's "not part of the lifecycle".I've checked out the ot
So just randomly tonight---my projectile is hitting the correct entity. I print out the name and it is the right one. But when I call getcomponents on it, there are no components on it. But that's clearly impossible. Also I didn't change any of this code or the asset for the entity that is being hit. It's just like all of a sudden it stopped being able to get component references from the entity reference passed in from the projectile entity hit event.Usually at times like these, it means that I should go to bed and miraculously some server issue is cleared up in the morning that makes my world work...but I dunno. This one is super weird.I've verified the entity is correct--but the array that comes back from getcomponents is empty. Not to mention when I try to get the specific component I want (there's only one on this thing!) it can't find it either.Anyone ever come across this?
Okay, for the longest time, I was having issues implementing camera API - the scripts are fine, but I somehow missed the step where you have to enable horizon/camera API in Script Settings in Desktop Editor.FYI the following all need to be enabled outside of scripts, in editor:
why am i not seeing how many hours i have in my worlds after may 28 my hours are at 0 even when i have had people in my worlds, a friend is also having the same issue i know he has had lots of people in his worlds and his hours are at 0
Gen AI Chat - is there a way to have it "stay still" as text populates as it generates?
is it possible to gen higher resolution textures using the horizon gen ai feature in desktop editor? for example - terrain texture should be much higher or tiling
Hello fellow creators, I want to better understand, how this editor is working under the hood in terams of performance. It seems like my game is CPU bound constantly, maybe frustrum culling, maybe some event calls running. But my GPU in game is showing 0.0 ms, like it isn't even working. Now I'm rendering around 500 drawcalls and 150 setpasses, and I'm looking for a way to reduce this number to offload my CPU time. I've read that occlusion culling is not supported, which I took for granted unfortunately.To more context, I have a pretty static world, except procedurally generated maps for gameplay loop. I'm scripting it by CodeBlocks, 'cause I don't have access to GenAI features and don't have much spare time to learn TypeScript right now. I keep my code event-driven. I've read documentation about how it affects CPU time, and I'll try to implement those guidelines.My question is: Is there a way to static batch objects or instance it somehow inside editor, like in Unreal or Uni
Hello! I hope you're all doing well. I'm currently away from my computer but have my headset. I wanted to ask if someone would be able to provide a clear breakdown with code blocks on how to implement a system where a player can pick up a sword, hit another player with it, and apply knockback? Since I'm using my headset at the moment, code block examples would be greatly appreciated. Thank you for your help! Cheers!
Hello!I have a pool of Drones that I spawn at the beginning of the game using object pooling. I've set its Navigation Profile to "Drones" as you see in the image. This is used for "level1".This is working great in level1, however when I go to level2 I'm using the same drones from my pool. They don't follow me anymore because the Navigation profile for that area is set to Level 2_1 My question is:- Is it possible to change the drone's navigation profile on runtime? If NOTwhat are the other options? The easiest and hackiest way I can think of is create a different asset for that drone and manually set its navigation profile and spawn those in level 2. But since there's no Unity prefab variant equivalent in Horizon world, that could be challenging since we have many navigation areas, and if we change one thing on a drone, we have to change it for all. Thanks!
For me, the creator, the game is shown as mobile, but for two friends who just created Meta Horizon accounts to test it out, the game is showing as VR only. The game is set to Beta as well if that means anything with this issue.
The first month of creator challenges are all live now on the creator forum. Each challenge is still open for submissions. Available Challenges: Week 1 - Your First World Week 2 - Custom Models: Beginner Track - My First Import | Advanced Track - Create your Own Axe Week 3 - Interactive Objects: Beginner Track - Interactive Gun | Advanced Track - ‘Better’ Interactive Gun Week 4 - Custom UI: Beginner Track - My First Custom UI | Advanced Track - Interactive Interface Week 5 - Dynamic Assets: Beginner - Simple Asset Spawning | Advanced - World Streaming Week 6 - Masked Texture Week 7 - Mobile HUD Design Challenge Week 8 - Mesh Magic: GenAI Scene Design Whether you’re looking to learn a new skill, feature, or push beyond your comfort zone with a more advanced challenge, these activities are designed to help you grow as a creator.
I really appreciate all the help and hints that I've gotten here. Another question, that I hope will be easy. I want to create a Custom UI that allows a player to view their current inventory. Currently I have a Custom UI hidden somewhere. If the player presses a menu button, the UI is moved to the player and made visible so the player can interact with it. That works fine, but what if two players at different locations want to view their inventory at the same time? I have tried to find a way to clone a UI and then delete it when the user is done with it, but I can find no docs on how to do this. Any suggestions?
Hello,I was recently creating a painted skybox inside Blender and figured out how to bring it into Meta Horizon. However, I noticed the documentation button doesn’t lead anywhere, even though it appears active. I’m also based in Australia, so I don't have access to the AI tools.I’m currently trying to figure out the three other map types through trial and error and would appreciate some clarification:Radiance Map (256x128): I’m guessing this is an equirectangular black-and-white texture used for lighting?Reflection Map (768x256): I assume this is similar to a Unity reflection probe, though I haven’t seen that resolution before.Fog Map (384x64): This is a stretch, but I’m guessing it’s a depth map based on the display map, though I’m not certain.Any information you can provide to help break down these textures would be greatly appreciated.If I can get everything working correctly with my Blender setup, I’m planning to create a tutorial to show how to make rendered/painted skydomes in Bl
Hi all,My team and I are working on a project where color matching is very important. As such, we have an RGB value (one example: 0.0078,0.5333,0.6470 in the blue image) that we are using across both game asset Tints and Custom UI elements.On the custom UI, the color appears correct, but when used as a tint, it's a very different color. This is most noticeable with reds, which appear pink. All of our assets are unlit.With red:Is there a way to make "Tint" function more like a full recolor than whatever it's doing?SpaceGlitterUnicornbecause 3D assets!
I can't figure this one out. Codeblocks have the ability to set the timeframe for leaderboards (ex. weekly, monthly, etc) but there doesn't seem to be a way to set this anywhere now that Codeblocks is not available.How does one set a timeframe for leaderboards so that the leaderboard is cleared out on, say, a weekly basis? Is everyone just coding their own?
I have some non-interactive CUIs prefabs (instances) running the same script and am swapping an image from an array. It was working fine until I had to make the bindings private.Array:const imagesarray = [ ImageSource.fromTextureAsset(new TextureAsset(BigInt(1341929837137421))), ImageSource.fromTextureAsset(new TextureAsset(BigInt(1021032403421524))), ImageSource.fromTextureAsset(new TextureAsset(BigInt(1013325437401914))), ]; index Binding: myindex = new Binding(0) imageBinding(fromArray)let myindex = 0 const myimageBinding = new Binding(imagesarray[myindex]); onupdateHUDmyindex = (persistentStorage.getPlayerVariable<number>(player, "MYPPID")); The issues mainly arise in the imageBinding(fromArray) line of code when I set everything to private.1) can't use a binding for an index2) can't use a BigInt for an index (thought I could just adjust the imagesource in my UI Image3) unable to import/use "derive" or "derivebinding"Been trying some things but
I am recording a demo video for my mobile game. Yesterday all was fine. Today there is no sound at all in the mobile app. Even the usual sounds like loading worlds or jumping. All the sounds are turned to maximum in the settings. Any suggestions?The other sounds on my Android phone and for other apps are fine.
Hello, after upgrading Horizon Desktop Editor to version 210.0.0.3.670, the editor crashes for me several times within an hour. The application just closes unexpectedly. This never happened before the upgrade.I’ve tested this under the following conditions:On two separate networksOn two different computersWith a fresh new worldSteps to reproduce:Create a new worldCreate a grabbable shapeRepeatedly grab and release itThe app will crash after some time.Is anyone else experiencing this?Logs: https://drive.google.com/drive/folders/1BBh-krttV537MBi0S1tq45q3t9fIX4dr?usp=sharing
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.