Custom Clothing/Hats as IWP or Quests
Hi all, For the ongoing challenge, my team and I want to offer clothing rewards to Quests in our world. I noticed some games such as Super Rumble and Kaiju let players have hats/collectibles outside the game. We have made the 3D models but don't know how to setup for Horizon Worlds. Is there documentation for this? Should we ask during mentor office hours? SpaceGlitterUnicornas it relates to 3D assets. Thanks!Solved1.1KViews2likes9CommentsCreator Forum Challenge Round Up: Challenges 1 - 8
The first month of creator challenges are all live now on the creator forum. Each challenge is still open for submissions. Available Challenges: Week 1 - Your First World Week 2 - Custom Models: Beginner Track - My First Import | Advanced Track - Create your Own Axe Week 3 - Interactive Objects: Beginner Track - Interactive Gun | Advanced Track - ‘Better’ Interactive Gun Week 4 - Custom UI: Beginner Track - My First Custom UI | Advanced Track - Interactive Interface Week 5 - Dynamic Assets: Beginner - Simple Asset Spawning | Advanced - World Streaming Week 6 - Masked Texture Week 7 - Mobile HUD Design Challenge Week 8 - Mesh Magic: GenAI Scene Design Whether you’re looking to learn a new skill, feature, or push beyond your comfort zone with a more advanced challenge, these activities are designed to help you grow as a creator.2.2KViews9likes4CommentsHaving some game breaking horizon bugs for my comp game, any advice?
Im running into some really frustrating bugs that seem to be on horizon's side. Curious if anyone has any suggestions or workarounds, as the due date is soon. 1. Only players added as collaborators are able to join my published world. If they are not added to the world, they just get stuck in an infinite loading screen. I'm worried this will keep people from being able to play my game. The world is NOT set to private. 2. Jump is breaking over time. It has been fine until today, once getting 5+ people in the world. It seems like a compounding downwards gravity is getting added. Within 5 mins, players could not jump, and going onto objects that are supposed to launch the player stop working. Given that jumping is one of the main mechanics of my game, its a pretty brutal bug which makes the game unplayable. I assume it has to do with me adding force to the player on certain collisions, but adding force in 1 frame should not be constantly adding downwards force (especially with there never being any downwards force added to begin with) 3. Adding force to objects/player seems not work consistently. The first time I add force to an object, it loses all momentum after 5 feet or so, and drops. All subsequent launches work as expected. I have tried prewarming the physics with their collision and visuals off, but that doesnt work unfortunately. Adding player force seems to behave erratically,777Views1like13CommentsRivers or Lakes or Pools or Ocean in Horizon - best practices?
How would you recommend creating rivers and other bodies of water in Horizon? - What's the best way to create the look of flowing water? - How to create buckets of water so the bucket looks like water? Typically on Second Life, I'd just use an animated texture on a rectangular prism, wedged under terrain.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? 🙂 Cheers! meshdreams145Views0likes0CommentsDifferent Navigation Profile for the same Enemy
Hello! I have a pool of Drones that I spawn at the beginning of the game using object pooling. I've set its Navigation Profile to "Drones" as you see in the image. This is used for "level1". This is working great in level1, however when I go to level2 I'm using the same drones from my pool. They don't follow me anymore because the Navigation profile for that area is set to Level 2_1 My question is: - Is it possible to change the drone's navigation profile on runtime? If NOT what are the other options? The easiest and hackiest way I can think of is create a different asset for that drone and manually set its navigation profile and spawn those in level 2. But since there's no Unity prefab variant equivalent in Horizon world, that could be challenging since we have many navigation areas, and if we change one thing on a drone, we have to change it for all. Thanks!Solved