Can we use setTexture in local mode
Trying to create gun with some texture switching, needs to run in local. I have a script that has no issue switching between images when it is global script, when I switch to local script and change owner to player, it no longer works and throws, Exception encountered running bridge method 'SetMeshTexture': Failed to set mesh texture. Is there a way to use setTexture in local mode, or do we have to use a server script and then have local script send to server script? Tested further: Made script that when I pick up, it set owner to player and switches through textures and when put down it switchers server to owner. Test server works, client doesn't, no matter how many times I go back and forth. setTexture requires textureAsset, so doesn't seem related to using the UI loading using ImageSource.fromTextureAsset(asset). There is anoptions — Indicates the players to apply the texture for. Which is confusing, does that mean all instances of the mesh will look one way to some players and another way for others?Solved325Views0likes4CommentsReoccuring asset visibility issue in Desktop Editor around missing assets / rate limiting
Hi! I'm regularly getting an issue that leaves all my assets in Horizon Worlds missing, showing up as exclamation marks. This will happen and be present for a couples days, even after restarting my computer. The same thing will even show up in other worlds on my headset while this is going on, and seems like it's maybe linked to my account. Is there a workaround anyone has found for this issue, perhaps a way to clear the cache or avoid apparently requesting missing assets? The issue from my application logs: 2025-04-30 13:45:26Z 46336 I [standaloneassetmanager::fetchassetsutility] Request 1546188227331 for asset versions: 9140429309385770, 9335116479867725 2025-04-30 13:45:26Z 46346 W [settings] AssetGraphQL: Failed to retrieve assets. Query name xfb_social_vr_asset_by_id. Response body: {"errors":[{"message":"Rate limit exceeded","severity":"CRITICAL","code":1675004}],"extensions":{"is_final":true}}. 2025-04-30 13:45:26Z 46346 W [standaloneassetmanager::fetchassetscallbacks] Null asset handle recieved 2025-04-30 13:45:26Z 46346 W [standaloneassetmanager::fetchassetscallbacks] Null asset handle recieved 2025-04-30 13:45:26Z 46346 I [standaloneassetmanager::fetchassetscallbacks] Complete asset batch 1546188227331 2025-04-30 13:45:26Z 46348 W [asset] WbStandaloneAssetService: Exception while fetching asset. Retrying fetch. Asset Version ID: 9335116479867725 Data-{exception:System.AggregateException: One or more errors occurred. (The given key was not present in the dictionary.) ---> System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. --- End of inner exception stack trace ---SolvedTint and Color Accuracy
Hi all, My team and I are working on a project where color matching is very important. As such, we have an RGB value (one example: 0.0078,0.5333,0.6470 in the blue image) that we are using across both game asset Tints and Custom UI elements. On the custom UI, the color appears correct, but when used as a tint, it's a very different color. This is most noticeable with reds, which appear pink. All of our assets are unlit. With red: Is there a way to make "Tint" function more like a full recolor than whatever it's doing? SpaceGlitterUnicornbecause 3D assets!781Views0likes9CommentsActions for Grabbable Items - Desktop / Mobile Mode
When you have a grabbable item such as a weapon, how would I use codeblock scripting to assign the action? The only key on desktop that works with the item automatically is the X for dropping the item and E to pick it up. What about swinging the bat, or if its a gun shooting it? Or is this something you can only do in typescript? X_Elias_X644Views2likes7CommentsImporting Glass models and tetures.
Hello Friends, I'm looking for a way to import glass models and textures. I've tried several variations of importing models/textures. From 1% opacity colours, alpha only pngs, etc. Models come in clean, textures always come in black. No other problems importing none glass models. I design most of my models in 3ds Max then export .fbx with turbosmooth options turned off. Any suggestions would be appreciated. If I missed a step, let me know. Thanks,576Views0likes4Comments