Procedural 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?26Views0likes0CommentsCan't get emission to show.
I'm importing a model that I made an emissive map for but its not showing it. I baked emission into a new image. Opened photoshop and added my emission map to green channel. Added ambient occlusion to blue channel And made the red channel black. Exported that as _MEO Imported it with the model snd the BR file It's not making much of a difference. Is there anything else I need to do?108Views0likes5CommentsEditing many models' motion properties
I'm trying to import a lot of very large custom models, each of which have hundreds of sub-models. When I spawn a model by dragging it into the editor or by spawning it at runtime with a script, all of the sub-models are static by default (motion set to None). I need all the sub-models to be non-static (motion set to Animated) so that the rest of my scripts can finish setting them up and later animate them during gameplay. Is there any good way to accomplish this right now? Things I've tried: - Dragging the models into the world and editing them with the Hierarchy and Properties windows has two problems. First, when I spawn a model by dragging it into the world, about 20% of the submodels are randomly offset from the their correct positions. This is nondeterministic, different submodels are affected every time. Fixing each submodel is not practical when there would be a total of thousands of errors. Second, while I can multiselect all the submodels and set their Motion properties all to Animated at once, this action doesn't reliably affect all the submodels, but a fraction of them are unaffected. I again can't edit all the submodels one at a time since there are thousands of them. - Spawning the models at runtime with a script makes them static by default. I can't find any APIs to spawn a model as Animated or to change its motion at runtime. Does any API to do this exist?47Views0likes1CommentMore particles variety or custom particles?
I saw that there are very few options in the Desktop Editor for FX particles. Is possible somehow to get more different FX particles (public assets don't have much at all) or author custom particles? Or do I need to roll out custom particle system using Typescript ?Solved90Views0likes3CommentsWorkflow for IAP items (avatars and custom meshes) ?
I am wondering about the workflow/pipeline for custom meshes/textures and for custom outfits for avatars. In my world, I have a few custom static meshes that can have several variations (different meshes and/or same meshes but different textures/materials), which could be sold as cosmetics. What's the setup and scripting to allow users to purchase those items and see them in-game (and for others to see those too) ? I also recall reading somewhere that there is a way to offer custom outfits for players' avatars. How does this work?65Views0likes4CommentsHow 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 direction102Views1like2CommentsDistorted Skybox in Horizon Worlds
I have a skybox question - i created a custom skybox using a 360 image texture in blender so i wouldn't have any seams. It imported but it came in distorted. At first I thought because the image file size was too big but I resized it in photoshop (went from 20mb to 3mb) and it still imported this way. Does anyone know why it does that and can offer a fix?52Views0likes3CommentsAttaching entities (IAP items) to player(s) ?
Let's say I want player to attach some entities (items) to its wrist, fingers, arms, head, etc. in-game in runtime (and keep them on from session to session). The items could be hats/helmets, rings, bracelets, etc. from either in-game economy or IAP items. If such thing possible, is there a guide about it ?Solved58Views0likes3Comments