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Feature Requests

Hello and thank you for helping us make Horizon Worlds a high-quality experience. We'd love to hear how we can make Horizon Worlds better. Please let us know what you'd like to be able to do, or how to make the things you can do now better. 

Feature Requests

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79 results found

  1. Hierarchy list on world build menu. A visual list where you can see and select objects and gizmo blocks from the build menu. Bonus of being able to select an object from the list and get moved to it (focus). Multi selecting of objects and operations such as lock , delete, mass properties, etc.

    123 votes

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    8 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  2. I would like the ability to store world persistent variables.

    These values would not be tied to a player id but accessible at every session, using some variation of a key-value pair system.

    If only one type is created first as PPV are, I ask for strings to be stored. With a string I can store numbers, the player name, bool, vectors, rotations and other data which can be inferred from the stored data.

    14 votes

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    2 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  3. Frequently, I want to refer to code in one script gizmo when writing another script gizmo. But you are only allowed to have one script gizmo open at a time. Opening another closes the one you currently have open. Please allow at least two open at once so that you can refer to the other code.

    54 votes

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    8 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  4. I would like to request that Player Persistent Variables be global (able to reference it in any world they are in, if you know the persistent variable's ID#)

    31 votes

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    4 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  5. Each item has a location tab under attributes. Is it possible to make this a click, and drag, selection to paste into a script?
    Rather than having to hand jam 100 vectors and locations. Having the ability to move an item and simply drag the current location pill over into the script would save countless hours and prevent possible errors or missing #'s.
    Thanks!!!

    6 votes

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    2 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  6. It gets confusing when you have multiple triggers in a world so having an option to color code trigger boxes or change the color of a trigger box to stay organized would be cool.

    14 votes

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    5 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  7. For usability and organization purposes for scripts we produce, it would be useful to be able to reorder the script variables of the script. This could be just to group similar variables together, put important variables at the top (so easier to wire), or to put internal variables at the bottom.

    16 votes

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    0 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  8. Single line or block comments to temporarily disable code sections.

    24 votes

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    4 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  9. The Horizon Worlds scripting codex currently exists only in PDFs found in the official Facebook group, and, strangely, in the Horizon House of Waffles. Additionally, there are tutorial videos both in-headset and on YouTube.

    This all needs to be brought under one website roof and updated continuously by a community of scripters and builders with each update.

    The PHP: Documentation portal at https://www.php.net/docs.php would be a good model to follow. It's written in DocBook, rendered in PhD, and constantly updated, mainly by volunteers, through an editorial project flow controlled in GitHub. The end-user experience of the codex contains clear and…

    4 votes

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    1 comment  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  10. Ability to record avatar actions and replay them in the world.
    Use cases:
    1) Tutorials for the world. So, we can record some intro with our avatar and then replay it for visitors.
    2) Movie, theater worlds. Avatars will be able to play some part of the roles and other roles will play users. So users will be able to play their favorite role from Titanic or any other movie

    3 votes

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    1 comment  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  11. Right now you can only store number data as a player persistent variable. If we could store other forms of data, we could create far richer experiences for returning players:

    • Number (Already Amazing)
    • Boolean (Save a state)
    • Vector (Save positions)
    • Rotation (Save orientations)
    • Color (Save player's color)
    • String (Save messages and much more)

    If it is an option, saving a list of a single data type would also be incredible, this could enable save points that could be resumed and so much more. Thank you for considering. 😁💜

    21 votes

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    3 comments  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  12. Please add a button to allow us to jump to the location of a script block simply by clicking a button on an object running the script.

    Additionally it would be great if we could (tab) or next through scripts that we have implemented so that we do not need to search for the physical block in the world should we need to update one of them.

    6 votes

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    1 comment  ·  Scripting  ·  Flag idea as inappropriate…  ·  Admin →
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  13. To enable us to manage dynamic spawning within a world, please expose via scripting the capacities in each capacity area for assets, and for current world capacity in each area. So, please give us something like get <object|simulation|geometry|sound> complexity of world and another get <...> complexity of <asset>. Return a number between 0 and 1. Would also be really nice if assets details UI showed their capacity percentage factors (to several decimal places).

    8 votes

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  14. In Build mode, it would be quite useful if there was a way for two people to see the same script window to pair program.

    8 votes

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  15. The current Spawn asset ability allows you to spawn an asset that will return an object to an event. From this event you can use the object anyway you see fit. Unfortauntely, when building more robust solutions you hit a limitation when you also need a reference to know what you want to use the object for. This is especially needed when it comes to a sequence of events. When you might be loading multiple objects at once from multiple sources you can always lean on global variables as the value might change between ececution and when the asset is…

    6 votes

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  16. Would like to be able to set the object collidability for each player, the same way we can now set object visibility. Would make it easy to unlock areas of a map without having to use a respawn (that would reset player gravity and speed), for elligible players. I would use it to make a wall non-collidable after a player earned his/her way to another part of a world. Would couple it with a text marker/magic collapse gizmo visible only to elligible players to indicate that entrance location.

    10 votes

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  17. The current Spawn Asset code block returns a single object reference to the spawned asset. Please make it return a list of all objects in the asset. This will allow us to spawn and then later cleanly delete all objects associated with a particular spawned asset. Also, would like to be able to include multiple interactive items in a single asset, and to spawn them together as a selection at a particular place with a particular rotation. Grouping interactive objects makes them non-interactive; being able to manage a spawned asset as a group of objects will allow each interactive item…

    7 votes

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  18. 15 votes

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  19. Now that we have the UTC time codeblocks, it would be very useful if we could get the UTC offset of each player so that we could display time correctly for each player in the world. The headset seems to know the user's current configured UTC offset, as it shows correctly in the Oculus OS menus.

    Coupled with the setVisibilty per player codeblocks, it would be possible to make a clock that appeared different for each player with their local time shown.

    5 votes

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  20. Allowing Horizon World creators to utilize Local Transformation space will instantly bump up the creative quality within worlds and save time for creators as well. Not providing these blocks limits a lot of creativity to only those familiar with the math required to perform local transformations.

    15 votes

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