Attachable Interactive Assets
Any hints on how to attach an interactive asset to the Player OnEnterWorld? My problem is that I know how to attach objects with Code Blocks, but interactive objects already have script connected to them. Is there a trick to do it? Thank you for your help!445Views1like5CommentsSummer Camp Updates
Meta Horizon Summer Camp world. Any documentation available on allowing multiple players for the Firefly Game? I want to add a second net. I've already added a leaderboard to track how many fireflies are caught. Fixed the OriPos. But I can't seem to get a second net added. It would be fun with a friend. π TIA for any direction.149Views0likes0CommentsAvatar Pose Gizmo enable disable
Working with this great gizmo. Codeblocks still but my question is how can you ENABLE or DISABLE the gizmo? I've place it in a group and its showing RED. There is nothing around it CLOSE WISE to make it red. Any help moving it up and down instead of ENABLE DISABLE seems smart but not working in a group especially when asset spawned?Solved431Views0likes2CommentsWhy doesn't this TeleportComponent to different location script work?
So the idea is that the player interacts with a trigger gizmo and is teleported to a different location in the same world. Nothing happensd. import { PropTypes } from 'horizon/core'; import { Component, Entity, Player, Vec3, CodeBlockEvents } from 'horizon/core'; class TeleportComponent extends Component<typeof TeleportComponent> { static propsDefinition = { destination: { type: PropTypes.Entity }, // The entity that represents the destination triggerEntity: { type: PropTypes.Entity }, // The entity that triggers the teleportation }; start() { // Check if the trigger entity exists if (this.props.triggerEntity!.exists()) { // Connect to the OnPlayerEnterTrigger event this.connectCodeBlockEvent( this.props.triggerEntity!, CodeBlockEvents.OnPlayerEnterTrigger, (player: Player) => { // Teleport the player to the destination this.teleportPlayer(player); } ); } } teleportPlayer(player: Player) { // Get the destination position console.log("Teleporting player to destination:", this.props.destination!.position.get()); const destinationPosition = this.props.destination!.position.get(); // Teleport the player player.position.set(destinationPosition); } } Component.register(TeleportComponent);My game is CPU bound. Static batching?
Hello fellow creators, I want to better understand, how this editor is working under the hood in terams of performance. It seems like my game is CPU bound constantly, maybe frustrum culling, maybe some event calls running. But my GPU in game is showing 0.0 ms, like it isn't even working. Now I'm rendering around 500 drawcalls and 150 setpasses, and I'm looking for a way to reduce this number to offload my CPU time. I've read that occlusion culling is not supported, which I took for granted unfortunately. To more context, I have a pretty static world, except procedurally generated maps for gameplay loop. I'm scripting it by CodeBlocks, 'cause I don't have access to GenAI features and don't have much spare time to learn TypeScript right now. I keep my code event-driven. I've read documentation about how it affects CPU time, and I'll try to implement those guidelines. My question is: Is there a way to static batch objects or instance it somehow inside editor, like in Unreal or Unity? I ask something in-editor, because I know about merging meshes and making atlas textures, but is there something to make GPU working? π Cheers! meshdreams143Views0likes0CommentsKnock Back Player - Assistance - Much Appreciated!
Hello! I hope you're all doing well. I'm currently away from my computer but have my headset. I wanted to ask if someone would be able to provide a clear breakdown with code blocks on how to implement a system where a player can pick up a sword, hit another player with it, and apply knockback? Since I'm using my headset at the moment, code block examples would be greatly appreciated. Thank you for your help! Cheers!242Views0likes2CommentsScript Syncing Issue Message
Has anyone received a pop up with an error about script syncing on the desktop editor when editing their world? See image - I am not using typescript. Just codeblocks. I always hit cancel but its annoying popping up everytime. Happened after today's update.414Views0likes4CommentsCodeblocks Script Disappearing β Bug or Issue?
Lately, Iβve been experiencing a frustrating issue in Horizon Worlds when scripting with codeblocks. Very often, my entire script suddenly disappears, and even when I try to undo, it doesnβt come back. This forces me to redo everything from scratch. Has anyone else encountered this problem? Is this a known bug, or is there a way to prevent it from happening? Thanks in advance for any insights!Solved1.5KViews3likes10Comments