Using Player-Dropped Portals Break Player Collision
I turned this into its own thread sense it seems this is a Horizon World issue and not just my world. Would love if any would help test this to confirm if what I am seeing is correct. ## Bug Using a portal breaks player collision. I tested this many times by directly traveling to Super Rumble, where no bug was occurred. I then tested many times using portal, where the bug would occur most the time. Wrote down on a paper trying to make sure I had high confidence in the bug and reported the bug using the 4 button report thing. Going straight to super rumble: No Issue Go to rumble using portal, bullets start going through some players. It is at random but the players you can't shoot stays the same. So you some players you will be able to shoot and some you can't. Recreating Bug To recreate this bug go to horizon lobby area, create portal to rumble and shoot at players. Keep in mind if you shot the guns it will trigger hit, it is the player collider that on some players you won't be able to hit. I have had the same issue with my game, but usually only use portals to get people to try it out, so really hard to fully know without some help.142Views0likes4Comments✨ VS Code Hotkeys That Are Saving My Brain Cells ✨
Hey Hey!! As I have been diving deep into learning TypeScript and with help from some amazing mentors and fellow creators...I started collecting and memorizing hotkeys that have seriously leveled up my workflow. So I made this fun little cheat sheet (attached!) to help me keep track, and honestly, it’s been a game changer!! I'm super curious... What are your favorite VS Code shortcuts, tips, or hidden gems? I would love to keep adding to this list and learn what helps you code smarter, not harder!30Views3likes0CommentsBug Report – World Streaming Failing in Live (Power Wash)
We’re encountering a critical World Streaming issue in our Horizon World Power Wash (Creator: Ash.xo | Scripting: Laex05 | Art: FlexedTie | Testing: OspreysPJs). Issue: In the live environment, the car and box are supposed to appear together at each wash station. Sometimes, only the box appears. Without the car underneath, the box won’t dissolve, which breaks the mechanic. This does not happen in dev or test, only in live. Expected Flow: Box and car appear together, Player soaks the box, Box dissolves (if a car is present), The player cleans the car and receives a reward. Current Problem: The car fails to load, so the box stays in place. Players can’t continue, Triggers appear to fire correctly, but something is preventing the car from loading in live, Background: We originally avoided Asset Spawning due to reliability issues and used off-map movement instead. That approach is now causing serious capacity and performance problems, so we’ve moved to World Streaming. The system works perfectly in dev and test. The problem appears only in live and happens intermittently. What We’ve Checked: Behaviour is consistent and reliable in dev and test. No changes between test and live versions, No null references or circular dependencies found, Impact: This breaks a core gameplay loop and leaves players stuck. Request: We require assistance in identifying the cause and resolving the issue. If this is a known World Streaming issue in live environments, please advise on a reliable fix or supported workaround. We’re actively transitioning away from the legacy setup, and we need World Streaming to be dependable in a live environment. We’d appreciate a prompt response. Let us know if you need anything else from our end.36Views0likes2CommentsBullets Shoot Through Players
I have this issue, where bullets will go through players and will not emit the OnProjectileHitPlayer. Gun and ProjectileLauncher are player owned and gun script is local. - When it is just me and NPCs, no issues, NPCs can be hit - I was able to test with 1 other person and didn't have issue (could of been luck) - Once I get like 3 or 4 players, bullets will now go through players, but its like player1 will have certain people that there bullets will hit and certain that will miss. Like it is random for each player. - Haven't seen any issue with static objects.Solved199Views0likes4CommentsSublevel issue
I have an asset pool in a sublevel that adds a button that brings up a CustomUI form that returns the user to a home spawn point. When I test the sublevel, all works as expected. However, when I load it from my toplevel, I get "Found an object with an invalid reference on variable 'spawnPoint'". Any suggestions?Solved227Views0likes3CommentsCan we send an entity to local script?
If I have a default script that needs to send or set an entity on a local script, is there a simple way. Entity can't be serialized, so that means transfer ownership and network commands likely can't send entity. One work around I could think of is name the entity using a UUID, then we can use both transfer ownership and network commands to transfer UUID and then get component by name. Other work around is using asset that has the default script and a local script that has reference to default script, so you change ownership to player and now you have local reference to default script entity. Any other ways, or better ways. Like default script spawns asset and you want to send the entity or asset to a local script owned by player.160Views0likes2Comments