Custom Clothing/Hats as IWP or Quests
Hi all, For the ongoing challenge, my team and I want to offer clothing rewards to Quests in our world. I noticed some games such as Super Rumble and Kaiju let players have hats/collectibles outside the game. We have made the 3D models but don't know how to setup for Horizon Worlds. Is there documentation for this? Should we ask during mentor office hours? SpaceGlitterUnicornas it relates to 3D assets. Thanks!Solved1.1KViews2likes9CommentsAlgemene bibliotheek pakt niet
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 .106Views0likes0CommentsTri 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...Tint and Color Accuracy
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!783Views0likes9CommentsImporting Glass models and tetures.
Hello Friends, I'm looking for a way to import glass models and textures. I've tried several variations of importing models/textures. From 1% opacity colours, alpha only pngs, etc. Models come in clean, textures always come in black. No other problems importing none glass models. I design most of my models in 3ds Max then export .fbx with turbosmooth options turned off. Any suggestions would be appreciated. If I missed a step, let me know. Thanks,581Views0likes4CommentsHow are shared materials/textures handled between separate FBX assets in Horizon
Hi everyone, I'm currently creating 3D assets for Horizon Worlds and using texture atlases to reduce draw calls. However, I’ve noticed that when I import multiple FBX files, even if they reference the same material/texture, it looks like Horizon Worlds duplicates the material for each asset. Would it be better to group those assets into a single FBX that shares one material across the mesh? Or is there a way to ensure separate assets can reference the same material instance without generating duplicates? Any insight on how Horizon handles this behind the scenes would be really appreciated! Thanks in advance.Shadow bleeding between modular road components
Hello, how to get rid of this lines and shadow bleeding between modular road parts? example, big one is scale = 1. Small is scale = 0.1 example in wireframe view: example of line between parts: It's made of 3 parts, when I set parts in bigger distance shadow bleeding disappears, but still I have ugly shadows in the curved road: The same model looks OK in Unity: How can I fix this?379Views1like3Comments