Sublevels and connected worlds.
Im currently working on a world where it will start in a hub, then players go into a portal to another location to collect items to be added to their inventory. Then they go to a different location that will be their own instance to place the inventory item and essentially create their own space. What's the best way to go about setting up the worlds? I have them created but they don't share persistent inventory unless they are connected sublevels, however for sublevels, it doesn't show per player. It would load the whole new map for everyone if one player went through the portal. Also, I have the main hub location as a sublevel to a master world which doesn't have any geometry, just scripts and sublevels. But when I load in, it takes a long time to load the main hub sublevel that is set to active. How can I make this be preloaded so its finished when they get into the world?50Views0likes2CommentsI Need Help!
When I attach my typescript to the ui gizmo (old ui) , the ui renders but it does not display everything as it should. When I duplicate the ui panel it renders everything as it should. Then, when I click on the buttons nothing happens, but if I duplicate it. The response of my clicks previously shows up after duplication. I have to keep duplicating to see the response of my clicks. The script works perfect, except this. I am stuck any suggestions please and thank you in advance.36Views0likes2CommentsScripts won't work unless I reset world.
I'm having an issue where my world player list and my welcome to world pop-up message does not work unless I reset my world multiple times. I did receive the sync error on desktop editor so I'm unsure if this is the issue or if it's something else. Has anyone else had this issue?Solved25Views0likes1CommentGuidance with Asset spawning/AssetPool
Hi there, creators. For the past few days, I've been struggling to find an optimal way to spawn weapons and baskets for each player. Previously, before discovering the AssetPool Gizmo, i spawned each weapon and basket for each player. This worked, and to no surprise, it was really slow ( and now in the latest version of the desktop editor, it either locks up the UI trying to spawn or isn't visible in the editor). Utilizing the AssetPool Gizmo didn't lock up the UI; however, despite having a simple asset reference continues to return `undefined` instead of the spawned entity when i attempt to retrieve it from the pool. Could i be missing something? or is this Gizmo/ Asset Spawning buggy at the moment? Code snippet private spawnBasket(player: Player): void { // Try pool first if (this.basketPoolGizmo) { const basket = this.basketPoolGizmo.getPooledEntity(); console.log(basket) // always seems to print undefined if (basket) { const attachable = basket.as(AttachableEntity); if (attachable) { attachable.attachToPlayer(player, AttachablePlayerAnchor.Torso); attachable.socketAttachmentPosition.set(new Vec3(0, 0, -0.5)); } this.playerPooledBaskets.set(player.id, basket); console.log(`GameManager: Basket attached (pooled) for ${player.name.get()}`); return; } }Solved41Views0likes1CommentGrabbables 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.33Views0likes1CommentEditing many models' motion properties
I'm trying to import a lot of very large custom models, each of which have hundreds of sub-models. When I spawn a model by dragging it into the editor or by spawning it at runtime with a script, all of the sub-models are static by default (motion set to None). I need all the sub-models to be non-static (motion set to Animated) so that the rest of my scripts can finish setting them up and later animate them during gameplay. Is there any good way to accomplish this right now? Things I've tried: - Dragging the models into the world and editing them with the Hierarchy and Properties windows has two problems. First, when I spawn a model by dragging it into the world, about 20% of the submodels are randomly offset from the their correct positions. This is nondeterministic, different submodels are affected every time. Fixing each submodel is not practical when there would be a total of thousands of errors. Second, while I can multiselect all the submodels and set their Motion properties all to Animated at once, this action doesn't reliably affect all the submodels, but a fraction of them are unaffected. I again can't edit all the submodels one at a time since there are thousands of them. - Spawning the models at runtime with a script makes them static by default. I can't find any APIs to spawn a model as Animated or to change its motion at runtime. Does any API to do this exist?41Views0likes1CommentNetwork Events no longer working in world
Im creating a world which was working fine until a point, i tried to use SpawnAsset() too many times in quick succession (spawning 20 zombies), I seem to have triggered some sort of world capacity limit, because now no network events at all are working. My world capacity shows my world as well under the limit, but all network events that have been working fine previously now no longer work including things not related to spawning at all. Ive tried registering to the OnAssetSpawnFailed callback but i get no errors in console, which leads me to believe the spawn request isnt even getting sent. I get no errors or warnings in log. What can i try?Solved28Views0likes1CommentBest Practice for Remixing Worlds with Script-Spawned UI Assets?
Hi everyone, I'm setting up a world to be remixed (based on the Modular Tycoon Engine) and have a question about the correct workflow for UI assets. In this engine, the UI panels (like the HUD, Shop, etc.) are not placed in the world Hierarchy. Instead, they are linked as Asset properties on a central GameManager script, which then spawns a unique copy for each player when they join. My question is: When someone remixes my world, how do they edit these UI assets? Will they receive their own editable copies of my UI asset templates in their Asset Library? I'm concerned that because the UIs aren't static objects in the Hierarchy, a remixer won't be able to find and modify them. Can anyone confirm that linking the asset templates to a script property is the correct way to ensure they are properly cloned and editable for remixers? Thanks for the help!Solved46Views0likes2CommentsNPCs in Chop'n Pop don't work - why?
I wanted to try having NPCs as in good ol' school games - no waves, just preposition them on the level to spawn on start. Followed the docs. It doesn't seem to work at all. Video below illustrates the issue. What am I doing wrong? https://www.youtube.com/watch?v=JO5FUw0UigI87Views0likes7Comments