How to Use unity_asset_bundles API in Horizon Worlds?
Hi there , I'm trying to import a Unity asset bundle into Horizon Worlds and use ssetBundleInstanceReference.setAnimationParameterBool() to play animations on a model. However, I haven’t been able to find any tutorials or examples showing how to do this. Could someone please help or point me in the right direction? Here’s the official API documentation I’m referring to: https://developers.meta.com/horizon-worlds/reference/2.0.0/unity_asset_bundles_assetbundleinstancereference Thanks in advance!781Views2likes2CommentsSkydome Help - Understanding the different maps to build painterly Sky in Blender
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 Blender for Meta Horizon. Thanks very much for your help!744Views1like5CommentsGrabAimPosition Not Aiming at Screen Center in Horizon Worlds (Desktop Version)
Hi everyone, I've built multiple worlds in Horizon Worlds and am experienced with setting up GrabAimPosition and GrabAimRotation. However, in the desktop version, the aiming does not align anymore with the center of the screen, even though I set everything up correctly. Here’s an example of the issue: Has anyone else experienced this problem? Could this be a bug, or is there a workaround? Thanks for any insights!679Views1like7CommentsSit Down, Ride Away and Die.
I'm going through the tutorials and in the web mobile one I see this Death script that triggers when you hit a target. It makes me wonder what other animations I can call for my avatar. I know I've seen others implement this in various ways, I'm wondering where the documentation is. I'd love to control the avatar to sit down and go for a ride. I'm seeing this line in the code of the tutorial player.playAvatarGripPoseAnimationByName('Die'); but then going through the various documentation and tutorials, I can't find details about it. I noticed a 'Respawn' call works too.392Views0likes3CommentsPersistent Spawned Objects?
Hello! So I'd like to build a creator game, but... So I asked Horizon Gen AI llama whether it is possible to do persistent placement and it said I needed clarification on whether allowing users to spawn persistent objects would be against policies? Here's the generated: No, it is not possible for a user to throw an entity on the ground and have it be added permanently in a world. In Horizon Worlds, entities spawned or manipulated by users are not persisted across sessions by default. When a user throws an entity, it will be simulated by the physics engine and may come to rest on the ground, but it will not be permanently added to the world. To achieve persistent entity placement, you would need to implement a custom solution using Horizon Worlds' scripting capabilities, such as using the `World.persistentStorage` API to store the entity's state and re-spawning it when the world is reloaded. However, this would require significant development effort and may not be feasible or allowed by the platform's policies. Here's an example of how you might implement a basic persistent entity system: ```typescript import { PropTypes, CodeBlockEvents, Player, Vec3, Quaternion } from 'horizon/core'; import { Component, Entity, World } from 'horizon/core'; class PersistentEntity extends Component<typeof PersistentEntity> { static propsDefinition = { entityToPersist: { type: PropTypes.Entity }, }; start() { this.connectCodeBlockEvent(this.entity, CodeBlockEvents.OnPlayerEnterWorld, this.onPlayerEnterWorld.bind(this)); this.connectCodeBlockEvent(this.entity, CodeBlockEvents.OnGrabEnd, this.onEntityReleased.bind(this)); } onPlayerEnterWorld(player: Player) { const storedState = this.world.persistentStorage.getPlayerVariable(player, 'persistentEntity'); if (storedState) { const entity = this.props.entityToPersist!; entity.position.set(new Vec3(storedState.position.x, storedState.position.y, storedState.position.z)); entity.rotation.set(new Quaternion(storedState.rotation.x, storedState.rotation.y, storedState.rotation.z, storedState.rotation.w)); } } onEntityReleased(player: Player) { const entity = this.props.entityToPersist!; const position = entity.position.get(); const rotation = entity.rotation.get(); // Store the entity's state in persistent storage this.world.persistentStorage.setPlayerVariable(player, 'persistentEntity', { position: { x: position.x, y: position.y, z: position.z }, rotation: { x: rotation.x, y: rotation.y, z: rotation.z, w: rotation.w }, }); } } Component.register(PersistentEntity); ``` Please note that this is a simplified example and may not cover all edge cases. You should consult the Horizon Worlds documentation and consider factors like entity ownership, security, and performance when implementing a persistent entity system.302Views0likes3CommentsHow to change world creator to a different user?
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!206Views0likes1CommentAvailable animations for NPCs ?
I finally got an NPC (avatar) running around my world. Now I am wondering where do I find list of all available animations for NPC avatars. For example, if I need for NPC to grab a weapon, how do I know what animations for holding sword, axe, pistol, shotgun, etc. are called and what they look like?Solved200Views0likes2CommentsGREAT new update. Breaks EVERYTHING
I'm wondering when Meta are going to really go all out to make an update that stops us from turning our headsets on AT ALL. They're spooked that they're losing so much money on Horizons, and that everyone thinks it's rubbish, YET WITH EVERY UPDATE THEY BREAK MORE STUFF. Now we have people unable to sit properly on chairs, people unable to change into recently created clothing, the MONTHS OLD VOICE BUG WHERE PEOPLE HAVE TO MUTE AND UNMUTE ON ENTERING A WORLD TO BE ABLE TO BE HEARD, the "Oh, you want to join your friends in an instance where there are only 3 people? NO PROBLEM, we'll put you in a brand new, isolated instance of your own" bug, and a plethora of others. Seriously, who's doing this, retards? Is this an actual joke? Is Mark just sitting at home pissing himself laughing at what a hilarious mess he's presiding over? This is absolutely disastrous. Furthermore, as a developer myself I understand that, if an issue is spotted, ANY TEAM OR INDIVIDUAL CAN FIX IT VERY QUICKLY or at least take steps to address it. Not Meta, with their billions. It's totally lolzy. I'm never sure how they can make the Horizons platform WORSE, but they ALWAYS manage to surprise me. It's genuinely a completely broken mess now. A horrible, horrible user experience. EVERYONE involved in Horizons NEEDS to be fired. Immediately. This needs taken on by people with even a modicum of competence. That would be so much better than what we currently have. This is an absolute disgrace. A disaster.153Views0likes0CommentsTesting updates after releasing the world?
On Steam, there is beta branch where live testing can happen without affecting releases. Is there something similar in Meta Horizon Worlds? I would like to release my world with core gameplay and base set of assets. This way I can see users' engagement with the world, while working on expanding it in the direction somewhat influenced by the engagement. And of course I'd like to be able to test updates live, before releasing it to the general public.Solved151Views0likes10Comments