Variable Groups disappear from Editor System panel list?
I'm trying to work with "Variable Groups". Now I have 2 owned Groups added in my World, so that I can see them from "System/Variable Groups" both under filter "Added to World" and "Owned by me". Test-1, I tried to add or remove some Variable in one Group. That's say, if I have 3 Variables, outer Groups list shows "3" vars under the group name, and "3/150" shown at the header of inner Variable list. When I add 1 var, they become "4" & "4/150", so far so good. But when I delete 1 var, they become "4" & "3/150", the outer info is wrong. (Okay, it maybe just a text.) Test-2, I tried adding over 150 variables, I add 10, delete 3, add 143, now it's 150. The 151-th var can't be added as expected, and texts show "153" & "150/150" as Test-1. After my testings, I'd like to dump the unused testing Group. I click "Remove from World" from the "Added to World" list, without "Delete" from "Owned by me" yet. BUT, THE OOPS HAPPEN!! The "System/Variable Groups" shows NOTHING but empty msg!? I tried "re-enter World", "re-open Editor", "re-start Windows, "re-login Account", "re-install Editor", but nothing help. it becomes UNABLE to see, add, edit any of Variable Groups now. Btw, in my real case, I have another existed Group which shared and added to a collaborating World owned by other colleague. I cannot see any Variable Group in any World from my Editor(s), includes 2 PC logged-in with my account. But, my colleague, who can still see & edit my shared or their other Groups. Thanks a lot for any help.Solved24Views0likes2CommentsGrabbables 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.32Views0likes1CommentCause of laggy worlds and kicking players out
So I think I figured out why many worlds are laggy and kicking people out. LEADERBOARDS. In 3 worlds of mine and another I'm working on that became super laggy, high crash rates, hitch fraction on June 28th. I deleted all the LEADERBOARDS, everything about them (ie, Physical objs that display, any script references, and the variables in the Leaderboard tab of the console). All 3 worlds now run flawlessly. For now I can create in session "leaderboards", but they will only show historical data for those in the session based on the ppvs. So if your worlds became laggy, kicking people out on or about June 28th, I recommend deleting everything associated with the built in Leaderboards. How Meta has not "discovered" this by now is disappointing. Good news, historical data will continue to be saved in ppvs, just not displayable until they figure out what happened to them. If this indeed is the cause of the issues so many are having i think I need to come to Connect to further explore remedies ððĪŠðð27Views3likes0CommentsObject Spawning and Despawning?
Hey everyone can anyone tell me if object spawning and despawning will work for this objective. I want to create an asset that works as a trigger another item and when you untouch it the item disappears? So an example I create a book.... A player touches it and it opens a page large so that they can read it and when they untouched a book or after several seconds the page disappears? Is object spawning and despawning the way to do this or is this not possible? Thanks, VR_Adventures351Views0likes4CommentsNeat Little PPV Trick
I have been seeing some people having trouble with the naming convention of PPV IDs. There is a new (Not sure when it was added) button that makes this really easy. Go to the PPV in the Variable Group panel and copy it so you can paste it into the code. Here is a picture of what I am talking about.615Views20likes1CommentGlobal Cross World Storage
Hello! I'm working on various scripts to learn the capabilities of the Horizon Desktop editor. I haven't found any information on cross-world, cross-player "global" storage that I can reference in my world. For example, let's say I want to build a system where users could "vote" for Option A or Option B, and at the end of the week, the Option with the most votes wins, and some text is updated. I cannot use player-specific storage for their votes, nor to store the total votes Option A has received across users, and across instances of the world. I'm also not sure how an instantiated class on a Script could keep that state across users either, since (my understanding is) all scripts that are attached to entities are run client-side. Am I missing something? What kind of strategy could I use to manage something like that? I feel like I've seen gizmos and other tools in worlds that can independently manage their own leaderboards outside of the "leaderboard" tool.525Views3likes5CommentsOpen Custom UI Panel Via Button Press
Im not sure if this was asked already but how would one go about using the quest controller specific buttons (A,B,X,Y) to open up a ui panel in a horizon world ? Example: When Y is pressed then menu interface shows up, when Y is pressed again the interface closesSolved468Views1like3CommentsCan't get or set VariableGroup variables
Hello! I am extremely new to development (using the Desktop Editor), and I wanted to try a quick world that just enables a button that, when pressed, updates a player's score using NetworkBroadcastEvents and Variable Groups. Here's what I've got: A VariableGroup called `PlayerAttributes` with `test` and `localScore` Which I then try to reference in a Typescript file: // names of the variable group and persistent variable containing player data const varGroupName: string = "PlayerAttributes"; const varName: string = "localScore"; // Set as a Number const varKey: string = `${varGroupName}:${varName}`; export type ButtonPressedType = { player: Player } class ScoreManager extends hz.Component<typeof ScoreManager> { static propsDefinition = {}; start() { this.connectNetworkBroadcastEvent(NetworkEvents.buttonPressed, (data: ButtonPressedType) => { console.log('Button pressed by player', data.player.id); const curScore = Number(this.world.persistentStorage.getPlayerVariable(data.player, 'PlayerAttributes:localScore')); console.log('Current score:', curScore) this.world.persistentStorage.setPlayerVariable(data.player, 'PlayerAttributes:localScore', curScore + 1) console.log('Player', data.player.id, 'score:', curScore + 1) }) } } hz.Component.register(ScoreManager); But every time I send the network event, I get the following: Can't set value for PlayerAttributes:localScore. PlayerAttributes:localScore was deleted or never existed. Go to Systems tab in creation UI to confirm. What am I doing wrong?Solved526Views1like4CommentsIs it possible to persist the world's state?
Is it possible to persist the world's state in between loading and unloading? Something along the lines of how Persistent Variables can be used to track an individual player's state, but for the world itself? Thanks in advance!Solved365Views0likes2Comments