I wanted to see if anyone has figured out a work-around for the Projectile Gizmos issue.
We published Zone Wars on February 15th and have been experiencing issues with projectiles passing through players. The problem is inconsistent—sometimes, you can damage two players but not the third. If you leave and rejoin, you might be able to hit the previously unaffected player, but then another player may become immune. In some cases, players can enter the game and not take damage from specific opponents at all. The frustrating part is we can go two-three days without experiencing this issue. We just got featured and it's been the worst it's ever been. I was not able to damage an entire team. We've been dealing with this issue since launch and have tried everything to fix it. Other creators are reporting the same problem in their worlds, where projectiles pass through players and hit objects or surfaces behind them. It appears that the player collider isn't loading or registering properly. Additionally, raycasts are not detecting player hits. Many other worlds have encountered or are currently experiencing this issue. While we’re getting traffic, we’re losing players due to this bug. We've tried attaching different collider objects—every method we could think of—but nothing has worked. The only reliable workaround so far is using grenade-type objects, which still register hits. At this point, resolving the issue would require us to completely reconfigure our weapons, which is a major inconvenience. We’d appreciate any insights or solutions to address this problem.NPC Gizmo Navigiation Mesh
It seems like the NPC Gizmo does not respect the nav meshes that get baked when using navigation volumes and there is no way to specify nav profiles on the NPC Gizmo. This seems like a major limitation, so I wanted to spark up a thread and see if this was something Meta was planning to change in the future.SolvedBIG problems with horizon worlds
Hi, I have massive issues with Horizon worlds, as do a lot of other creators. More and more, people are just getting thrown out of worlds ("coining out") for zero reason and it's incredibly frustrating. Is there a way that meta can beef things up a bit to prevent this? It doesn't happen on PC or Mobile, just on headsets, and it's a world killer. Also, my world has been sitting at 115 hours interaction for about a week now, despite having had hundreds of people in since that total appeared (I should be an order of magnitude above this now, as this was only really for the first day of opening my nightclub). Finally, sound gizmos. Please try and tighten the code up so that putting in several of these doesn't cause a lot of people to crash out. The system is very unoptimized and a lot of us like to use a lot of sound. Please, if anyone knows anything about any of these issues, or can suggest fixes, let me know. Deleting the cache seems to work for some users, but not all. This is killing a lot of the more content heavy worlds (also, my world was checked over by a very well known world creator who said it's extremely well optimised and is running perfectly, so SHOULD NOT BE KICKING PEOPLE ALL THE TIME). The whole thing is super disappointing for those of us who'd like to support the platform. Thanks in advance for any help/suggestions.345Views0likes4CommentsInventory Questions: Trading and Items with State
I have been learning about the World Inventory but I am in particular wondering about 2 features to see if they exist already. 1) is there a built in trading interface that can handle trading inventory items between players? 2) Am I correct that the World Inventory doesn't support items that themselves retain a state. (For example, if a sword had durability, and it was 50% used up.. but one player was to trade it to another player and have it retain the 50% durability.) I have already read this: https://developers.meta.com/horizon-worlds/learn/documentation/typescript/local-scripting/maintaining-local-state-on-ownership-change But that seems to be more about entity state, vs say persisted inventory state. I also have done some experimenting with persistent player variables, and while I could probably gin up something there.. it would make more sense if there was a built in inventory system that allows for local item state to be persisted. (and transferred during a trading operation). Anyhow.. if anyone has any thoughts on where I should learn more, I'd be happy to hear them! Thanks!Avatar 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?Solved431Views0likes2CommentsHow to hold the aim pose when grabbing a laser?
How to hold the aim pose when grabbing a laser? It seems that when a player grabs a laser, the aim pose is held for a second before the normal avatar idle loop changes the position? Is there a way to have the player hold the aim pose so there is more control in shooting?