UV Map changes
I'm trying to texture a few of the new full body outfit. The dresses. I used the instructions from the tutorials on youtube. When I export from substance and then back to meta, the uv maps are different. See pictures below. The first image is my uv map after I bring into blender then texture in substance. Is there some settings I need to change? I exported as 2048 x 2048 Can anyone tell me the solution for this or is there something wrong on your end? Thank youSolved142Views0likes4CommentsAdjusting skybox horizon line in desktop editor
I have made skyboxes with gen ai tool in desktop editor but i cant seem to find a way to adjust the horizon line in the editor to adjust the perspective point within the skybox. i suppose it could be done via exporting the asset and changing that in blender? but im looking for a more native way to do that in the editor tool itself, because my familiarity with blender is not as good.59Views0likes4CommentsCustom Models: Animations
Hey Guys, Seasoned TS engineer here, but a n00b when it comes to game development, Well with models and animations in particular, Right now, we have some UABs in the public assets which are NPCs that come with baked in animations, am i right to assume. Meta does not support allowing users to import custom models with their own animations, and if I wanted to do this, I would need to import different meshes and then script them together. If I am incorrect, please point me in the right direction, Or if the above assumption is correct - does anyone know any streamlined workflows for a solo dev? I don't want to make crazy custom animated characters, just to have some unique models, so i am not stock with stock assets. ThanksSolved88Views0likes3CommentsMeta AI generation is broken?
It seems like Noone at Meta is aware that their AI generation tool is broken since the last update. It will not create 3d models. I noticed the sample images for choosing the model is way different and doesnt look like a model image. And then when you generate, it just creates a flat mesh with the texture image placed on top.164Views0likes4CommentsProcedural texturing
Does horizon support procedural objects? For instance, in Blender, I have a terrain mesh that has 2 textures and im using a color ramp to tell it show the dirt texture on slopes and grass texture on flatter surfaces. How can I translate this to horizon?Solved88Views0likes4CommentsCan something be both semi-transparent and emissive or reflect light?
Can you make something semi transparent but still reflect light? I have an object that parts of it are semi transparent and then parts are not at all. Yet when I put a light on it, it just goes right through and doesnt light it up. The file is a BA file. Whats the best way to go about making this?26Views0likes0CommentsTri Meshes and SubD aren't Friends... Is there a way to let my project work with both? Or refactor?
So when trying to publish my horizon hackathon project updates, I get an issue that says I'm using "pre-release features" upon talking to the amazing Deepak N on the Meta team it sounds like it could be caused by the fact that we're using SubD (primatives) with Triangle Mesh objects. The problem is, we have hundreds of SubD geometry objects in the game, and most likely the best path forward for us would be to remove all the Tri-Mesh features. Was wondering if anyone knows a work around or any way to "activate the pre-release features" so we can get test builds of the updated world out and ready to share. We have HUNDREDS of subD objects and maybe 30 tri meshes -- so prob will switch those out. IS this the only solution, though? Or can Meta flip a switch to let us use both? Or am I just dumb and missing something totally easy and obvious. Help me forum people, you're my only hope...264Views0likes2CommentsHow to Start Developing on Meta Platforms (Horizon)?
Hi everyone, I’m new to development on Meta platforms and I’d like to know the best way to get started with Horizon world. What’s the right entry point for start development on Meta? Which docs or resources should I follow first? Are there any recommended learning paths or steps to avoid wasting time on unnecessary trial and error? I’d love to hear from experienced developers who have already gone through this stage, so I can start off on the right track and build a strong foundation from the beginning. Thanks in advance to anyone who shares their experience or points me in the right direction101Views1like2Comments