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My published world looks very different from how it appears in the editor.Has anyone else experienced this issue? Here are the differences I noticed:The lighting is extremely bright, and I lose important environment effects like pink smoke and the dark ambiance.The script that changes object colors works on the spotlights, but not on the "stab" on the floor (which is an Asset object).this is the Editor:This is the Publish: Here’s my world if anyone wants to try it and let me know if it works for them:Name: EverybodyQuizLink: https://horizon.meta.com/worlds/10229187571338836 Please help! 😢
I have a world where a team with one designated captain get in a starship and travel to a star station. They can choose one of multiple star stations each at a different star.I have coded one star station and it takes up about 2.5 Gb. Now most of the star stations share textures and other resources, but still I am looking into some world or asset streaming way to split this up.If I choose the sublevel approach does that mean that everyone in my world must be in the same sublevel? Ideally I'd like it to be possible for different teams to choose different star stations.
Hi everyone, I'm trying (unsuccessfully so far) to force the aiming animation. I noticed that when you equip a weapon with the gun pose set, the animation plays for about 2 seconds (the player extends their forearm). I'd like to keep that animation active until the weapon is unequipped. Another way to achieve a similar result is by holding down the right mouse button—but without the camera focusing and without disabling the run. Is that possible?
Hi All,I just ran into a strange issue where the first user in my world can see imags in Custom UI, but any other users cannot. Is this a common issue, or have I encountered something unique? I am essentially trying to do what is documented here:https://developers.meta.com/horizon-worlds/learn/documentation/tutorial-worlds/custom-ui-examples-tutorial/station-2-image-from-asset/ Thanks!,Andrew
Why are collision events so bad at registering.. can I change it to continous detection like in unity? Getting sick of Having to use triggers on things I could do with simple collision.This is not just happening on fast moving object I can have a person walk into a wall stopping their movement due to Collison and half of the time get no registered collision event.
Hi all,I having a little issue with differentiating player and NPC.Side note: I have the NPC gizmo in the editor and enabled avatar ai_agent. I named my NPC "NameNPC"I have this script that was referenced from "Intro to desktop Editor and Typescript". I added some logic to check if it's an NPC. If it is an NPC it will print "Should be NPC". If it is a player it will print "Should be Player"Since I only have one NPC and myself. I was expecting to see "Should be Player" and "Should be NPC" printed onceHowever, not only was Should be Player printed three tiems, but it thought NPC was a player, than deleted the NPC and than said NPC is a player again. See attached belowThis would be a problem because I have other logic where enemies will check when player entered world and follow that player, but it will start following the NPC instead because it thinks the NPC is a playerHow come the NPC is treated as a player at the beginning? How can I make sure the NPC is never treated as a player - I
Hi Creators,1. Is there a meta support email to help with Payout method issues? If not below are my issues2. Routing Number: I'm not sure what my routing number is. Neither does my bank. They googled it and took a guess. I entered the routing number that my bank provided in my payout method, but I am unsure if it's correct. Is there a way to do a test deposit and a test withdrawl of a small amount - say $0.01 to see if it's correct? Similar to what paypal does when you first connect enter your bank information. SIDE NOTE: I'm in Canada, according to what the bank googled "a leading zero, the institution number, and the branch number all with no dashes" so that's what I did but I have no clue if it's correct without a test deposit.3. I entered my 10 digit phone number under Payout account info > Business phone number. But the first 2 digit is always missing
Hello everyone! pretty excited to be getting involved with the creator programme. I'm a dedicated creative person – been working in graphic design for around 20 years, so I'm always making something, I'm a bit on the quiet side always trying to perfect my craft. I've played around with 3D software a little, although may be a bit rusty now. i would pick back up in no time. i have brought my graffiti to life in Cinema4D & had my Blender donut in some crazy mashups. i would love to learn some tips and help others in anyway i can! I've got quite a few ideas and would love to team up with other talented creators to build some really interesting Horizon experiences. Basically, I'm sick of working as a loner & finally looking to collaborate, offer my ideas and skills, and help bring our collective visions to life. Plus, I'm always keen to pick up new skills along the way. If you're looking for someone easy-going to work with who's got a good visual eye a
does anybody have a texture folder I can be added to?
Before when I would upload an asset (an FBX file), it would tell me if I was missing a texture and the file name for that texture (eg: Missing texture Material_BR.png). Now it appears to be gone. This was very useful as it would help me learn what the texture name should appropriately be. Does anyone know what happened to this feature or if it’s possible to turn it back on?
Here's what I hope is an easy question. Once I hit a trigger, I want to deactivate it. However, making it invisible does not deactivate it, and setting collidable to false this.entity.collidable.set(false); gives me an error message "Unexpected error for action: setCollidability". What am I doing wrong?
Hey everyone can anyone tell me if object spawning and despawning will work for this objective. I want to create an asset that works as a trigger another item and when you untouch it the item disappears? So an example I create a book.... A player touches it and it opens a page large so that they can read it and when they untouched a book or after several seconds the page disappears? Is object spawning and despawning the way to do this or is this not possible? Thanks, VR_Adventures
Hi, I’ve made a thumbnail for my video game. When I go to the publish window and click on “Change Thumbnail,” I get two options: one is to upload a photo from my Horizon gallery, and the other is to take a photo of my world. I’d like to know if there’s any way to upload the image from my computer, since Horizon’s gallery doesn’t allow uploading files that aren’t panoramic or spatial photos.Also, I’d like to know how Horizon chooses between horizontal and square images—should we upload a square image, and if so, where can we do that? I’ve been looking through the documentation, but the only thing it mentions is taking a photo within our world, which personally doesn’t seem like a great option to me.
Hello creators! Level design is a crucial aspect of creating engaging worlds. We want to hear your favorite tips and tricks for designing levels that captivate and challenge players. What resources or sessions have been most helpful for you? Resources could range from keyboard shortcuts, video tutorials, or anything you’ve found helpful. What are your go-to techniques for creating immersive environments? Share your secrets! How do you balance aesthetics with functionality in your designs? We'd love to hear your approach. How do you design your core gameplay loop to be engaging and keep players coming back? Share your strategies for maintaining a fun and rewarding experience that encourages replayability. Let us know your thoughts in the replies!
Hello everyone is there anyone here with experience, importing 3D models into the Horizon desktop editor that can help me out. Even if you could give me written instructions. I did ask AI in the instructions it gave me didn't work. I'm trying to import 3D models that I created in Shape Lab Lite into Horizon. I'm exporting from Shape Lab Lite as FBX, with external PNG Texture files. I've made sure they're below the 50 MB but they still are not importing into the desktop editor. I don't know if I'm not applying something in Shape Lab that I should be, or if I'm doing something wrong in the editor. Is their anyone that could please help me. Thanks in advanceCat, (Aka) VR_Adventures
I'm still pretty new to everything with the I was trying to create some animated FBX objects but couldn't get it working.I was thinking if it's not possible to import animations could I build custom meshes for NPCs to do the same thing? Could someone help me, or point me to the documentation where I'm able to pull in custom meshes and animate them? I kind of wanted to have some cute animals hanging out or having like a 3D animated hologram sign. Maybe just knowing how to sequence animations with typescript could be helpful.
I'm using a texture atlas because I have a lot of tiny textures for a use case in Horizon Worlds. When the textures are rendered, the interpolation used is linear and the result is very blurred. I want the interpolation to be "closest" instead.Currently my textures are 8x8 pixels of a larger texture atlas. The only way I have found to fix the blurring is to make them individual 256x256 textures, which is a huge waste of memory and loading time. Would love it if there was a better solution.Any suggestions?
Lately, I’ve been experiencing a frustrating issue in Horizon Worlds when scripting with codeblocks. Very often, my entire script suddenly disappears, and even when I try to undo, it doesn’t come back. This forces me to redo everything from scratch.Has anyone else encountered this problem? Is this a known bug, or is there a way to prevent it from happening?Thanks in advance for any insights!
UTC is a universal time zone system based on a 24 hour clock. It updates its time based on the local user's time zone.Can anyone help me with a codeblock script that displays the current time in UTC?
I have over 100 assets prpared for my world and I would like to bring them all in at one time, rather that individually.I know this is not possible in VR but what are the recommentations for the Desktop editor?
I'm struggling to figure out a good learning resource for a lot of building in the Horizon World with the desktop editor. While the documentation gives some clues as to how to do things, it's not clear to me how to actually do some very basic things I'd like to do. I have a mountain of brainbusters.For instance, one of the many things I'd like to be able to do is swap a texture through typescript. AI is sure confident in the code it produces, and has been helpful to a point, when it's wrong it's a wild goose chase through documentation. Can I adjust mapping of a texture with code? How would I even search documentation for that? Is there an active real time community resource people are using? I've seen some dead discord links around. The tutorials and documentation has been helpful but still I feel like I'm moving at a painfully slow pace. I'm having a blast building and my ideas move faster than my ability. All advice, guidance and direction is appreciat
What's the deal with backface culling in horizon? Example above the object the texture looks perfect FULL LEAVES under the tree the leaves look INVISIBLE?Any tricks I've seen other places successfully accomplish this?
Is it possible to add custom sprites and create your own effect in Desktop Editor? Or the only effects available are in the gizmos drop down menus? I'd like to create a custom Trail effect.Please advise, thank you.
What are your suggestions for a great video? What software would you recommend?Last competition there were some hiccups with the requirement to upload a video about your submission. Here is a link to tips and tricks for a great hackathon video. https://info.devpost.com/blog/6-tips-for-making-a-hackathon-demo-video Here is the link to more info on how to upload the Devpost Video. https://help.devpost.com/article/85-uploading-a-demo-video?_gl=1*fl4whb*_gcl_au*OTk1OTI5NTIwLjE3NDE3MTQzMTg.*_ga*MTAyODIyNjgyOS4xNzQxNzE0MzE4*_ga_0YHJK3Y10M*MTc0MzcxMzIwNS4yNy4xLjE3NDM3MTM2NTYuMC4wLjA.
How do i get my objects to have this level of shine ?
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