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Object list for finding space junk
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.
91 votes -
Scripting toolbox
Script toolbox/saves for use in additional worlds without recreating or importing every time
63 votes -
Have two script gizmos open simultaneously and copy/paste
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.
30 votes -
Global Player Persistent Variables
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#)
23 votes -
The ability to comment out code
Single line or block comments to temporarily disable code sections.
17 votes -
Change the color of the trigger boxes
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.
9 votes -
Local Transformation script blocks
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.
13 votes -
Various Types of Persistent Player Variables
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. 😁💜
14 votes -
Per player object collidability/non-collidability
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.
7 votes -
10 votes
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Please allow us to drag reference pills to multiple scripted objects simultaneously.
With the latest feature that allows us to attach a script to multiple objects via the selection tool, we are exteemely grateful, and wish we could also reference object variables simultaneously as well. Ie. sounds, visual effects, or even respawn points, control objects, and much more. :)
5 votes -
Animation Box/Skeletons
My idea is that you can group objects and add a “skeleton.” These skeletons would allow you to add joints, and these joints, if you move them, then it flexes a whole limb from the previous joint to the joint you are moving. You may also turn on a turn mode by moving your joy stick upward. This mode would only move the limb by turning it. This would allow creatures to be made much easier. Then the animation box would allow you to play certain animations at the exact same time. You could also have a tab called free…
12 votes -
Ability to reorder script variables
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.
7 votes -
Ability to rename script variables
It would be SUPER useful if we could rename script variables after they have been created. Currently, you need to delete the variable, breaking any objects that had set values for it, and then create a new variable, and fix all the references in the script.
7 votes -
Spawn asset with parameters
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…
2 votes -
Call back
Add call backs for some script blocks. For instance when updating a leaderboard force a check on pass/fail if(status == success)
Do something
Else
Do something else4 votes -
Please make the Spawn Asset block return a list of all of an assets objects. And spawn it as a selection
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…
4 votes -
Set Grab Distance
Ability to limit the range of the grab function.
4 votes -
Expose both asset and world capacities across all meters for scripting dynamic asset managment
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 anotherget <...> 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).3 votes -
Local transform access
Currently, all object coordinate manipulation (with the exception of physics push and spin) is in global coordinates. This makes things unnecessarily complicated when dealing with objects in groups. Please allow setting position, rotation, scale based on the local coordinate system of grouped objects.
10 votes
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