Recently active
Hi 🙂I'm having an issue where the local implementation of the entity.getComponents() function only finds the requested components on objects that a player has previously owned (grabbed).The situation is set up such that there is an object (bat) that will hit a collider assigned to a player. Player1 picks up the bat (ownership is transferred) and hits Player2's collider (which is owned by Player2). Running batEntity.getComponents(batScript) function within Player2's collider does not find a batScript component on the bat. Even if P1 drops the bat and grabs it again, I get the same result.However, after P1 drops the bat and P2 picks up the bat and hits P1, then getComponents() finds the requested component. Subsequently, if P2 drops the bat and P1 picks it up and hits P2, now getComponents() finds the batScript component as well. Thus, getComponents() seems to only find components on entities that the player has owned/grabbed previously.An alternative scenario is if P1 hits a
Help here, I just created this typescript but it seems not working, any idea how to get it fixed? I would really appreciate any help, thanks. sorry for the sideway picture.
Hi 👋Is there a way to change the world creator to one of the editors? So that when the world is published, a different user will be stated as the creator?Perhaps there is a way to remove myself as the world creator, and then an editor would automatically become the creator of the world? Please let me know.I don't want to duplicate the world to avoid losing the likes and stats.Thanks!
Hello!I continue my CUI journey and am attempting to overlay icons on my typescript buttons by using absolute position and zIndex. I've run into an issue where the icon blocks the button functionality and would like to know if it's possible to set an image to ignore raycast.
just want to say what a great townhall lots of my questions answered and just to say thanks for giving us support and great news moving forward i hope to be apart of this for years to come and anyone ever need help in pc or audio areas or even blender iam all ears regards ketchup.
I have a project using a navmesh profile and some of the UAB's. They all work perfectly on Desktop and in VR, but when testing in Mobile the navmesh is not recognized at all. Any ideas?
When Facebook has told us to use their sounds and music, why, when we bring them in to our worlds, do they come in as mutes and not approved.Is this a bug?Please advise.Mike
I'm trying to share an asset folder with another developer. However, in the web interface when I add the username using the share button, I get this error (where xxx is the user's name I'm trying to add) 1 person could not be given accessxxx is not able to use shared folders at this time. What does this error mean? This user is added as an editor of my world, but I can't share any asset folders with him, apparently.
Hello everyone! Mobile accessibility is key to reaching a wider audience. We want to know your favorite mobile-friendly Horizon Worlds and why they stand out. What makes these worlds particularly mobile-friendly? Share the design elements that enhanced your mobile play experience. How do you ensure your worlds are accessible on mobile devices? Tips and best practices are welcome! What challenges have you faced in optimizing for mobile, and how did you overcome them? Let's discuss solutions.
I keep getting this bug almost everyday now my occasionally don't load up properly or even at all in some cases and also disappearing which makes me constantly have to search through the library to re-edit or spawn a new gizmo which eventually auto deletes itself and the library search bar is no help and not active this is extremely frustrating and time consuming . Meta really need to fix this if they plan to expand horizon worlds
Can the AI-generated skyboxes be used in primitive worlds, or will it prevent from publishing? While most of my worlds these days are trimesh, I do have some prim worlds that I'd like to publish and don't want to error out because of the skybox tool.Thanks!
Hi creators,I'm using the Chop n Pop as reference. My goal is to collide with the trigger (treating it as a bullet collectable). When triggered, increase the count on the UI. However, the UI count is not being updated.Here is what I have done:I have a CustomUITrigger.ts attached to a Trigger and a HeadsUpDisplay.ts attached to a CustomUIIn play mode, I have Custom UI display an image and count of "0" Here is my CustomUITrigger.ts. OnPlayerEnterTrigger is being called because I have a console.log thats gets printed everytime I collide with the trigger. However, this.ammoUi?.updateCount(this.ammoCollected++); this not appear to do anything. I know it is because ammoUi is null, but I don't get why it is null.Here is my HeadsUpDisplay.ts (split into two images). I'll be honest, the UiComponentsRegistry was copied straight from Chop n Pop. I have no clue what it is doing which may be why ammoUi is null....although when I added a console log to see if entity id had a value, it did print
Hello all, new Quest user here. I would have thought this would have been asked already, but my searches have come up empty; feel free to link me to a previous question if it has already been asked.From the warning in the headset about the built-in creator and the fact that the documentation is all very desktop editor centric, am I inferring correctly that the built-in creator is going to be phased out and Worlds development is going to be Windows-only going forward? As a Linux user, I've been trying to get the in-headset build tools to work, but I've hit problem after problem (inconsistent scaling, some objects appearing to be locked and unable to be grabbed despite properties showing unlocked, scripts disappearing or not being able to be edited, etc) and am concerned that this will all soon be removed anyway, so am wondering if it's even worth pursuing?
According to the LLama, it says I can upload .mp3 or .wav files in the Desktop Editor. I can't see anywhere to do that. The asset types I can upload/add are the usual text, texture, etc.
Dear MHCP community,Is this a glitch or something? I have a pretty good performance like time spent and believe that I should earn a good amount of dollar. Thank youHave a good day ahead
Hi creators! Game design is at the heart of engaging worlds. We want to know your favorite resources for game design and how they help you create better experiences. What resources do you rely on for game design inspiration and guidance? For example, playing games to analyze mechanics and level design, watching online tutorials, or taking courses. How do these resources influence your design process? Share specific examples if you can. What additional resources would you like to see available? Let us know what would help you most. Let us know your thoughts below!
I'm trying to use RayCastGizmo with objectTag, but it seems like the tag set in the interface isn't being used in the script. Example:const options = { layerType: hz.LayerType.Objects, maxDistance: 10};const hit = this.rayCaster!.raycast(origin, direction); Will hits all objects, not just the ones with the objectTag set in the RayCastGizmo. Has anyone else run into this? Has this feature been removed
Hello, I don’t know if this is place to ask this, but when in build mode. I go to try to save asset and it doesn’t save anywhere? If someone could direct me on right direction that would be awesome. Thank you!
Hi Guys, how do I get access to the shared assets? I understand this is done within the "Meta Creators Program" I don't have access, I'm am in the MHCP but I've never received access to the "Meta Creators Program" discord. Other members have mentioned having access to the MCP for shared assets.Thanks in advance for any information/assistant..Looking in the Build menu under assets > commerce, I do see other folders for different assets (including textures) but all folders are empty. Am I missing something or should I have more patience to allow the access to be accessible to me?
Hello everyone,I've been working on custom UIs and encountered an issue that's quite frustrating. Whenever I try to load an ImageSource from an asset, the image often fails to display. This problem occurs with any image, and once it happens, the image won't load for the duration of the session and sometimes even after.The only workaround I've found is to leave the editor for a few hours, but when I return, the issue reappears with different images.This might be related to this post published a few days ago. Has anyone else experienced something similar? Thank you
If a player clicks the focus prompt button that is built in with customUI, do they enter FocusedInteraction? Meaning could I use the CodeBlockEvent OnPlayerEnteredFocusedInteraction? Right now my assumption is no because it is not working for me, but I wanted to check in case my code is the problem. preStart() { this.connectCodeBlockEvent(this.entity, CodeBlockEvents.OnPlayerEnteredFocusedInteraction, this.onFocusedInteraction.bind(this)); } start() {} initializeUI() { return View({ }); } onFocusedInteraction(player: Player) { console.log("onFocusedInteraction triggered"); if (this.entity) { player.focusUI(this.entity, { fillPercentage: 0.4, }); console.log("UI focused successfully"); } else { console.error("Entity is null or undefined"); } }
Hi,Running into an issue where my Spatial CUI hides spawned assets when user enters the interface. The spawns appear only after I disengage the interface. This occurs only in the desktop editor. In vr the spawned in assets appear as normal.Is this normal behaviour? Is there a way to prevent this?It's an in-game shop: The user hits a buy button - the asset is spawned in near the button.
Hello, I created a folder to share with my team (everyone is registered in MHCP), but there's no Share button. What can be a problem? Thank you
So I've added Meta's Public Asset folder to my account, but I'm told there's actually a bunch of new assets but I don't see them when I search for them (specifically NPCs). How do I update my Public Assets folder so I have all the new ones? I no longer see the Asset Folder option in the Build Menu which is how I added it in the first place, I think.
Is there a way to change the collision layer at runtime? I'd like to swap between Player and Entities in code.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.