I Need Help!
When I attach my typescript to the ui gizmo (old ui) , the ui renders but it does not display everything as it should. When I duplicate the ui panel it renders everything as it should. Then, when I click on the buttons nothing happens, but if I duplicate it. The response of my clicks previously shows up after duplication. I have to keep duplicating to see the response of my clicks. The script works perfect, except this. I am stuck any suggestions please and thank you in advance.34Views0likes2CommentsScripts won't work unless I reset world.
I'm having an issue where my world player list and my welcome to world pop-up message does not work unless I reset my world multiple times. I did receive the sync error on desktop editor so I'm unsure if this is the issue or if it's something else. Has anyone else had this issue?Solved24Views0likes1CommentGuidance with Asset spawning/AssetPool
Hi there, creators. For the past few days, I've been struggling to find an optimal way to spawn weapons and baskets for each player. Previously, before discovering the AssetPool Gizmo, i spawned each weapon and basket for each player. This worked, and to no surprise, it was really slow ( and now in the latest version of the desktop editor, it either locks up the UI trying to spawn or isn't visible in the editor). Utilizing the AssetPool Gizmo didn't lock up the UI; however, despite having a simple asset reference continues to return `undefined` instead of the spawned entity when i attempt to retrieve it from the pool. Could i be missing something? or is this Gizmo/ Asset Spawning buggy at the moment? Code snippet private spawnBasket(player: Player): void { // Try pool first if (this.basketPoolGizmo) { const basket = this.basketPoolGizmo.getPooledEntity(); console.log(basket) // always seems to print undefined if (basket) { const attachable = basket.as(AttachableEntity); if (attachable) { attachable.attachToPlayer(player, AttachablePlayerAnchor.Torso); attachable.socketAttachmentPosition.set(new Vec3(0, 0, -0.5)); } this.playerPooledBaskets.set(player.id, basket); console.log(`GameManager: Basket attached (pooled) for ${player.name.get()}`); return; } }Solved41Views0likes1CommentGrabbables becomes no longer grabbable randomly.
I am using a script which moves bunch of grabbables at preset positions. How every after moving they are no longer grabbable event they are set to grabbable. And no im not change any grabbable properties before/after moving. Would love some clarifications.32Views0likes1CommentEditing 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?37Views0likes1CommentNetwork Events no longer working in world
Im creating a world which was working fine until a point, i tried to use SpawnAsset() too many times in quick succession (spawning 20 zombies), I seem to have triggered some sort of world capacity limit, because now no network events at all are working. My world capacity shows my world as well under the limit, but all network events that have been working fine previously now no longer work including things not related to spawning at all. Ive tried registering to the OnAssetSpawnFailed callback but i get no errors in console, which leads me to believe the spawn request isnt even getting sent. I get no errors or warnings in log. What can i try?Solved25Views0likes1CommentBest Practice for Remixing Worlds with Script-Spawned UI Assets?
Hi everyone, I'm setting up a world to be remixed (based on the Modular Tycoon Engine) and have a question about the correct workflow for UI assets. In this engine, the UI panels (like the HUD, Shop, etc.) are not placed in the world Hierarchy. Instead, they are linked as Asset properties on a central GameManager script, which then spawns a unique copy for each player when they join. My question is: When someone remixes my world, how do they edit these UI assets? Will they receive their own editable copies of my UI asset templates in their Asset Library? I'm concerned that because the UIs aren't static objects in the Hierarchy, a remixer won't be able to find and modify them. Can anyone confirm that linking the asset templates to a script property is the correct way to ensure they are properly cloned and editable for remixers? Thanks for the help!Solved44Views0likes2CommentsPlayer Emoji System
Your plug-and-play solution for player communication! Bring your world to life with the Player Emoji System, a powerful and intuitive asset for player communication. Designed for creators, this plug-and-play solution is incredibly easy to set up via a single controller script, yet offers deep customization. You can add your own images, define unique emoji categories, create custom UI themes to match your world's style, and even enable a persistent data system. Persistent data unlocks a personalized "Favourites" category that automatically sorts a player's most-used emojis, and a full preferences panel where they can save their chosen theme, animation settings, and more. This makes expression fast, fun, and unique to every player. 👐💝 All emojis used in the asset were designed by OpenMoji; the open-source emoji and icon project. License: CC BY-SA 4.0 💝👐 https://openmoji.org/ https://creativecommons.org/licenses/by-sa/4.0/# ✨ Features 📍 Easy Setup - Drag, drop, and configure. Get expressive emojis in your world in minutes with a centralized server controller. ⚙️ Fully Customizable - Create your own categories and UI themes. Control everything from colors and sizes to cool-downs. ⭐ Persistent Data - Enable saving player's most used Emojis into a "Favourites" tab, also allows saving player preferences for theme and animations. 🚀 Set up Guide To see the full list of properties and values, check the asset documentation: Documentation Google Doc. https://docs.google.com/document/d/1NCaYFVz-cHDMGhu7O0wnrUKzpIUTQXcQvFk-74XPNyc Emoji Controller This is the brain of the asset. All primary configuration happens on the Emoji_Controller script. Drag the "Player Emoji System asset" (aka EmojiController) into your world from the Asset Library. Find the Emoji_Controller script component on the EmojiController object. Configure the script's properties. The controller has default settings, you are free to use as-is with no configuration! The rest of the steps are optional but allow you to deeply customize the asset for your world. (Optional) Enabling Save Data Enable this to activate the "Favourites" category and save player preferences between sessions. Save Data is disabled by default, you must create the variable group and enable it in the EmojiController. Create a new Persistent Variable Group named Emoji. Create 2 Variables named Data and Prefs with the object type. Select the EmojiController & locate the Emoji_Controller script component. Ensure the saveDataEnabled, saveIntervalSeconds, and prefsEnabled properties are configured. (Optional) Creating UI Themes Customize the look and feel of the emoji selector panel. You can edit the existing ones or create as many as you want, players can choose the theme in their preferences! The asset includes default themes to use. Expand the EmojiController object to view child objects. Duplicate & Select one of the Theme-... objects. Change the Name property and configure your custom theme. (Optional) Set the default theme property on the EmojiController to your new theme with the theme Name property. (Optional) Defining Emoji Categories Add any image in the existing, or your own, categories! The asset includes default categories and emojis to use. Expand the EmojiController object to view child objects. Duplicate & Select one of the Category-... objects. Change the name and add your own image assets.37Views0likes1CommentNPCs in Chop'n Pop don't work - why?
I wanted to try having NPCs as in good ol' school games - no waves, just preposition them on the level to spawn on start. Followed the docs. It doesn't seem to work at all. Video below illustrates the issue. What am I doing wrong? https://www.youtube.com/watch?v=JO5FUw0UigI79Views0likes7Comments