HOLOEARTH

Latest

Ver. 0.8 Update Notice

Ver. 0.8 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on June 17th, 2024. Update Contents "Simulation Room" Update ■Area Expansion The size of the Simulation Room area was expanded. ■Day/Night Cycle Implemented ■Combat Mechanics and Monsters Added Monsters were added to the Simulation Room, which players can battle against. Defeated monsters will drop food and other items. ■Hunger and Thirst Mechanic Added Players' food and water status will deplete over time, which can be replenished by consuming food items. When players become hungry or thirsty they will experience negative effects such as slower stamina recovery. ■Thrown Items Added Players will be able to throw a variety of items. ■"Observation" System Added By cutting trees, breaking rocks, gathering resources, and battling monsters, pathfinders will acquire “Observation Data.” This data is exchanged at the “ProtectCube” in the middle of the area. In addition, by placing “Observation Beacons” pathfinders can expand the observation area and increase the amount of data they acquire. ■Avatar Leveling Mechanic Added Pathfinders will level up in the Simulation Room, allowing them to craft more new items. Recipes can be unlocked by exchanging recipe points gained from leveling. ■Avatar Outfits in Simulation Room Implemented It will now be possible for players to wear the avatar clothing items they purchase in the Simulation Room. Outfits are only aesthetic and will not affect players' status. ■Over 200 New Items Added (Equipment, Furniture, Building Materials, etc.) Over 200 new items including equipment, furniture, structures, and new building materials such as stone and iron will be added. Enjoy building whatever you want with these new items and materials. ■Carrying Capacity Mechanic Added Weight has been added to items. As players carry more weight and become overburdened, they will experience negative effects such as not being able to run or jump and having their movement speed slowed. ■A number of Other Features and Adjustments Implemented New Avatar Items Added The ALTERMODE fashion shop in Alternative City will now have an additional 36 avatar outfit items. The new lineup includes accessories such as earrings, elegant new shirts, and classic skirts. New Avatar Customization Options Added Some new avatar customizations were added to ALT BEAUTYS, such as pigtails, half ponytails, and new eyes/eyebrows. Please see more details in this article.

Date

24.6.17

Category

About the Ver. 0.8 “Simulation Room” Update & New Avatar Items Added

About the Ver. 0.8 “Simulation Room” Update & New Avatar Items Added

目次 ・ Simulation Room Update ・ Simulation Room Area Expansion ・ Day/Night Cycle ・ Battling Monsters ・ Survival Elements ・ Thrown Items ・ "Observation!" System ・ Avatar Leveling and Unlocking Recipes ・ Avatar Outfits in the Simulation Room ・ Over 200 New Items ・ New Avatar Items and Customization Options ・ Ver. 0.8 Release HoloCoin Present Campaign Greetings from the Holoearth Management Team! The release date for ver.0.8.0 is scheduled for June 17th! This version is primarily an update to the sandbox playtest area: the Simulation Room. There will also be 36 new avatar clothing and accessory items added to the shop in Alternative City, as well as a HoloCoin present campaign! See all the details below. Maintenance Schedule Mon. June 17th at 12:00 – 19:00 (JST) *Schedule is subject to change Simulation Room Update The Simulation Room will be updated. The size of the Simulation Room area will be expanded, and features such as monsters, combat mechanics, a day-night cycle, and more survival elements such as hunger and thirst will be added. Each update is outlined below. Simulation Room Area Expansion The Simulation Room area will be expanded. The expanded area will offer a greater survival experience. Day/Night Cycle It will now become night in the Simulation Room. At night it will become extremely dark, requiring the use of items such as campfires and handheld torches to light the area. Battling Monsters Monsters will now inhabit the Simulation Room, which can be defeated to obtain food items and other materials. Some of these monsters are dangerous, so pathfinders will require weapons and armor to face. Survival Elements Pathfinders will need to fill their stomachs and quench their thirst with food dropped by the animals and plants in the area. When pathfinders are hungry or thirsty, their speed and stamina recharge will be hampered. Thrown Items Pathfinders will be able to wield many items as weapons by throwing them, which may have different effects depending on the item used – so give it a try! "Observation" System ▲ProtectCube By cutting trees, breaking rocks, gathering resources, and battling monsters, pathfinders will acquire “Observation Data.” This data is exchanged at the “ProtectCube” in the middle of the area. In addition, by placing “Observation Beacons” pathfinders can expand the observation area and increase the amount of data they acquire. ▲Observation Beacon Avatar Leveling and Unlocking Recipes Pathfinders will level up in the Simulation Room, allowing them to craft more new items. Recipes can be unlocked by exchanging recipe points gained from leveling. *Pathfinders can level up through exp gained by activities such as gathering, defeating monsters, and crafting. Avatar Outfits in the Simulation Room It will now be possible for players to wear the avatar clothing items they purchase in the Simulation Room. Outfits are only aesthetic and will not affect the player's status. Over 200 Items Including Equipment, Furniture, and Building Materials Over 200 new items including equipment, furniture, structures, and new building materials such as stone and iron will be added. Enjoy building whatever you want with these new items and materials. Precautions With the ver. 0.8.0 update, current Simulation Room data will be reset. This will be a complete reset that includes gathered and crafted items, furniture, structures and other items. The reset will also include the "HOLOEARTH Key Visual Acrylic Panel" and "Holoearth Rug" items that were temporarily released for the occasion of hololive SUPER EXPO 2024, which will no longer be available. New Avatar Items and Customization Options 36 new avatar clothing items will be added to ALTERMODE, including earrings and other accessories, as well as cold shoulder tops and sweater vests. Ver. 0.8 Release HoloCoin Present Campaign To commemorate version 0.8, we will offer a gift of 300 HoloCoins (Regular), as well as 20 HoloCoins (Regular) each day as a daily login bonus. The HoloCoins (Regular) can be received during the campaign period via players’ gift boxes in-game. 300 HoloCoin Gift Distribution Period: From ver. 0.8.0 release until Wed. August 14th at 23:59 (JST) *This gift can only be received once per player account *Schedule subject to change Daily Login Bonus Distribution Period: From ver. 0.8.0 release until Wed. August 14th at 23:59 (JST) *Schedule subject to change

Date

24.6.13

Author

  • Management Team

Category

Regarding Avatar Item Restock (May 24)

Regarding Avatar Item Restock (May 24)

This is the Holoearth management team. This is to inform about the avatar items that are planned to be restocked on May 24th at 15:00 (JST) Restocked items will have a different lot number. *Lot number display is planned for a future update. About lot numbers Timing Thursday May 24th, 2024 at 15:00 (JST) *Schedule subject to change Relevant Items Tops ・ALTERMODE Coat (Nvy) ・ALTERMODE Coat (Blk) ・ALTERMODE Coat (Bg) ・ALTERMODE Jacket (Nvy) ・ALTERMODE Jacket (Blk) ・ALTERMODE Jacket (Bg) Bottoms ・ALTERMODE Wide Leg Shorts (Vlt) ・ALTERMODE Wide Leg Shorts (Blk) ・ALTERMODE Wide Leg Shorts (Bn) ・ALTERMODE Tri Joggers (Blk) ・ALTERMODE Tri Joggers (Bn) ・ALTERMODE Tri Joggers (Bg) Socks ・ALTERMODE Asymmetric Socks (Yel) ・ALTERMODE Asymmetric Socks (Bg) ・ALTERMODE Asymmetric Socks (Pk) ・ALTERMODE Triangle Socks (Yel) ・ALTERMODE Triangle Socks (Blk) ・ALTERMODE Triangle Socks (Bn) Shoes ・ALTERMODE Boots (Blk/Or) ・ALTERMODE Boots (Wh) ・ALTERMODE Boots (Blk) ・ALTERMODE High Tops (Blk/Or) ・ALTERMODE High Tops (Wh) ・ALTERMODE High Tops (Blk) Hats ・ALTERMODE Peaked Cap (Blk) ・ALTERMODE Peaked Cap (Bn) ・ALTERMODE Peaked Cap (Bg) Eyewear ・ALTERMODE Tri Shades (Blk) ・ALTERMODE Tri Shades (Or) ・ALTERMODE Tri Shades (Pk)

Date

24.5.23

Category

Ver. 0.7.0 Update Details

Ver. 0.7.0 Update Details

*Updated on May 22nd ・Ver. 0.7 celebration HoloCoin present campaign details added Contents ・ Ver. 0.7.0 Celebration Campaign ・ Alternative City v1 ・ ALTERMODE ・ Avatar Items ・ About Shop Inventory ・ ALT BEAUTYS ・ Styling Salon ・ Clinic ・ ALT BEAUTYS Points ・ RebuildCores ・ "Holoearth Official Character Stickers Vol. 1" Gift ・ Update to Gestures ・ Holoearth Official YouTube Channel ・ Misc.   Greetings from the Holoearth Management Team! The ver. 0.7.0 update will be released on Thursday, May 16th! This version will release "Alternative City v1," which has seen progress in its construction. Continue reading for details about the update. Scheduled Maintenance Date & Time May 16th (Thur) from 12:00 - 18:00 (JST) *Schedule is subject to change Ver 0.7 Celebration HoloCoin Present Campaign (May 23rd) To commemorate the ver. 0.7 update release, we are giving players 100 HoloCoins each week, for a total of 300 HoloCoins, during the campaign period. Each week when players log in during the campaign period they can receive 100 HoloCoins one time from the gift box menu. Campaign schedule ▼First present From 15:00 (JST) on Thur. May 23rd, 2024 until 23:59 (JST) on Wed. May 29th, 2024 ▼Second present From 0:00 (JST) on Thur. May 30th, 2024 until 23:59 (JST) on Wed. June 5th, 2024 ▼Third present From 0:00 (JST) on Thur. June 6th, 2024 until 23:59 (JST) on Wed. June 12th, 2024 *Each week each player can collect the HoloCoin gift only once regardless of the number of logins. Alternative City v1 Alternative City v1, which has seen progress in its construction, will be opened as of ver. 0.7.0. Avatar clothing and accessories can be purchased at "ALTERMODE," and avatar build, hair, and other features can be customized at "ALT BEAUTYS." Alternative City will be further developed as the cultural center of Holoearth with the addition of more facilities and features in the future. ALTERMODE The fashion shop "ALTERMODE" will open on the main avenue. A range of avatar clothing and accessories will be available to try on and purchase. Avatar Items An initial lineup of 72 new clothing items will be introduced for avatars. Enjoy putting together outfits perfect for outings on the town unique to your own taste and style! About Shop Inventory Avatar items for sale will have limited stock. The stock status for each item will change as follows based on the quantity remaining: ・80% or more → Stock status: packed ・Between 30% and 80% → Stock status: sufficient ・Between 10% and 30% → Stock status: limited ・Less than 10% → Stock status: almost gone ・0 stock → SOLD OUT Sold out items may be restocked. Please note that multiples of the same item can be purchased more than once. In the future we are considering adding features that will offer more uses for avatar items, such as housing decoration or or trade. But as of this update, players will only be able to equip one of the same avatar item at a time, regardless of how many are held. In addition, later we are planning to assign lot numbers and serial numbers to purchased avatar items. Lot numbers become sold out when inventory is added and are updated when item inventory stock is replenished. Stock added at the same time will share the same lot number. The lower the value of the lot number, the earlier the lot was sold after being added. Serial numbers are assigned by item type and are in the order of which items are purchased from the shop. The serial number increases as the item is purchased by players at the fashion shop; the serial number will also increment if the same player makes repeat purchases of the item. So, the lower the number, the earlier the item was sold at the shop. We will announce the relevant details along the update for this feature. *As the lot number and serial number feature is under development, the implemented version may differ in some ways from what is explained here. ALT BEAUTYS ALT BEAUTYS will open behind the main central building of the city. ALT BEAUTYS has both a styling salon and a clinic. Avatars can be customized or rebuilt at these facilities. *Customizing avatars will require "ALT BEAUTYS Points" and "RebuildCores" that are part of the ver. 0.7.0 update. Styling Salon https://holoearth.com/wp-content/uploads/2024/05/サロン髪型変更_3.mp4 At ALT STYLE players can exchange ALT BEAUTYS Points to edit their avatar's eyes, makeup, hair, and other face features. Additionally, at ALT STYLE specifically the bangs, sides, and back of the avatar's hairstyle will be separately customizable. Clinic At ALT CLINIC players can exchange ALT BEAUTYS Points to customize their avatar's body and other features. Additionally, players can exchange RebuildCores to completely remake their avatar including all of its options. ALT BEAUTYS Points From this version "ALT BEAUTYS Points" will be introduced as a new item used for avatar customization. As an opening campaign the staff NPCs at ALT BEAUTYS will be giving points to players up to the 20,000 points limit once per day. Campaign Start: From the ver. 0.7.0 update on May 16th (Thur), 2024 *The campaign end date will be announced later. RebuildCores From this version "RebuildCores" will be introduced as a new item for remaking player avatars. Upon logging in after the update players will be given two cores. In addition, players can receive a RebuildCore from the staff NPCs at ALT BEAUTYS each day. Players can hold up to two regular RebuildCores at a time. *RebuildCores will also be purchasable with HoloCoins. Campaign Start: From the ver. 0.7.0 update on May 16th (Thur), 2024 *The campaign end date will be announced later. Holoearth Official Character Stickers Vol. 1 Gift To celebrate the ver. 0.7.0 update release, 10 new chat stickers will be given to players! After logging in, players will be able to use these stickers. Availability After the ver. 0.7.0 update on May 16th (Thur), 2024 Update to Gestures As of ver. 0.7.0 avatar gestures will be updated as follows: ・Wave ・Shrug ・Joy ・Clap ・Cheer ・Cry ・Anger ・Laugh ・Sit (seiza) ・Apologize ・Greet (cool) ・Greet (lively) ・Greet (cute) *With this update, some of the gestures available as of ver. 0.6.0 will no longer be available. The gestures being removed will have adjustments made to their animations and we are looking into adding them back at a later update. Please wait for more information. *Please note the UI names for gestures will still be in Japanese for ver. 0.7.0 and the above English names may be subject to change. Holoearth Official YouTube Channel Holoearth is starting its own YouTube channel, where news and information related to Holoearth will be uploaded. Please consider subscribing! The video shown at hololive SUPER EXPO 2024 can be watched below! Misc. ・The chat window size can be changed. ・Sales of the Yozora Mel chat sticker will be discontinued. ・The "hololive EXPO 2024 Shirt (Blue)" will expire and be removed from players' inventories. ・In anticipation of new modes of transportation planned for the future, players will no longer be able to sprint outside of the Simulation Room. ・The idle motion for the player avatar can be changed in the avatar outfit menu.

Date

24.5.22

Author

  • Management Team

Category

Ver. 0.7 Update Notice

Ver. 0.7 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on May 16th, 2024. Update Contents Update to Alternative City Area Alternative City v1, which has seen progress in its construction, is open as of ver. 0.7.0. Avatar clothing and accessories can be purchased at "ALTERMODE," and avatar build, hair, and other features can be customized at "ALT BEAUTYS." Alternative City will be further developed as the cultural center of Holoearth with the addition of more facilities and features in the future. Addition of Avatar Items 72 clothing and accessory items for avatars have been added. Players can try on or purchase these at the ALTERMODE shop in Alternative City v1. Avatar items for sale will have limited stock. The stock status for each item will change as follows based on the quantity remaining: ・80% or more → Stock status: Packed ・Over 30% to under 80% → Stock status: sufficient ・Over 10% to under 30% → Stock status: limited ・Less than 10% → Stock status: almost gone ・0 stock → SOLD OUT Sold out items may be restocked. Update to Avatar Customization Various customization options for the avatar system were updated: ・New hairstyles ・Ability to change hairstyle by part (bangs, sides, back)* ・New colors for various avatar parts: ・Irises ・Eyebrows ・Eye shadow ・Blush ・Lipstick ・Hair (base, gradation, accent) * The hair customization by part is available at ALT BEAUTYS in Alternative City v1 Addition of ALT BEAUTYS Points From this version "ALT BEAUTYS Points" are introduced as a new item used for avatar customization. As an opening campaign the staff NPCs at ALT BEAUTYS will be giving points to players to the amount of up to 20,000 points once per day. Campaign Start From the ver. 0.7.0 update on May 16th (Thur), 2024 *The campaign end date will be announced later. Addition of RebuildCores From this version "RebuildCores" are introduced as a new item for remaking player avatars. Upon logging in after the update players will be given two cores. In addition, the staff NPCs at ALT BEAUTYS will give up to two regular RebuildCores each day to players. *RebuildCores will also be purchasable with HoloCoins. Campaign Start From the ver. 0.7.0 update on May 16th (Thur), 2024 *The campaign end date will be announced later. Free Addition of "Holoearth Official Character Stickers Vol.1" To celebrate the ver. 0.7.0 update release, 10 new chat stickers will be given to players! After logging in, players will be able to use these stickers. Disbursement Time After the ver. 0.7.0 update on May 16th (Thur), 2024. Update to Gestures As of ver. 0.7.0 avatar gestures will be updated as follows: ・Wave ・Shrug ・Joy ・Clap ・Cheer ・Cry ・Anger ・Laugh ・Sit (seiza) ・Apologize ・Greet (cool) ・Greet (lively) ・Greet (cute) *With this update, some of the gestures available as of ver. 0.6.0 will no longer be available. The gestures being removed will have adjustments made to their animations and we are looking into adding them back at a later update. Thank you for your understanding. *Please note the UI names for gestures will still be in Japanese only for ver. 0.7.0 and the above English names are for reference and subject to change. Update to Chat Window The chat window size can now be changed. Press Enter to bring up the chat window and from the gear icon select "Large window" or "Small window." Other Updates ・The Yozora Mel chat sticker sales are discontinued. ・The "hololive EXPO 2024 Shirt (Blue)" expired was removed from player inventories. ・In anticipation of new modes of transportation planned for the future, players can no longer sprint outside of the Simulation Room. ・The idle motion for the player avatar can be changed in the outfit menu.

Date

24.5.16

Category

News

About the Ver. 0.8 “Simulation Room” Update & New Avatar Items Added

About the Ver. 0.8 “Simulation Room” Update & New Avatar Items Added

目次 ・ Simulation Room Update ・ Simulation Room Area Expansion ・ Day/Night Cycle ・ Battling Monsters ・ Survival Elements ・ Thrown Items ・ "Observation!" System ・ Avatar Leveling and Unlocking Recipes ・ Avatar Outfits in the Simulation Room ・ Over 200 New Items ・ New Avatar Items and Customization Options ・ Ver. 0.8 Release HoloCoin Present Campaign Greetings from the Holoearth Management Team! The release date for ver.0.8.0 is scheduled for June 17th! This version is primarily an update to the sandbox playtest area: the Simulation Room. There will also be 36 new avatar clothing and accessory items added to the shop in Alternative City, as well as a HoloCoin present campaign! See all the details below. Maintenance Schedule Mon. June 17th at 12:00 – 19:00 (JST) *Schedule is subject to change Simulation Room Update The Simulation Room will be updated. The size of the Simulation Room area will be expanded, and features such as monsters, combat mechanics, a day-night cycle, and more survival elements such as hunger and thirst will be added. Each update is outlined below. Simulation Room Area Expansion The Simulation Room area will be expanded. The expanded area will offer a greater survival experience. Day/Night Cycle It will now become night in the Simulation Room. At night it will become extremely dark, requiring the use of items such as campfires and handheld torches to light the area. Battling Monsters Monsters will now inhabit the Simulation Room, which can be defeated to obtain food items and other materials. Some of these monsters are dangerous, so pathfinders will require weapons and armor to face. Survival Elements Pathfinders will need to fill their stomachs and quench their thirst with food dropped by the animals and plants in the area. When pathfinders are hungry or thirsty, their speed and stamina recharge will be hampered. Thrown Items Pathfinders will be able to wield many items as weapons by throwing them, which may have different effects depending on the item used – so give it a try! "Observation" System ▲ProtectCube By cutting trees, breaking rocks, gathering resources, and battling monsters, pathfinders will acquire “Observation Data.” This data is exchanged at the “ProtectCube” in the middle of the area. In addition, by placing “Observation Beacons” pathfinders can expand the observation area and increase the amount of data they acquire. ▲Observation Beacon Avatar Leveling and Unlocking Recipes Pathfinders will level up in the Simulation Room, allowing them to craft more new items. Recipes can be unlocked by exchanging recipe points gained from leveling. *Pathfinders can level up through exp gained by activities such as gathering, defeating monsters, and crafting. Avatar Outfits in the Simulation Room It will now be possible for players to wear the avatar clothing items they purchase in the Simulation Room. Outfits are only aesthetic and will not affect the player's status. Over 200 Items Including Equipment, Furniture, and Building Materials Over 200 new items including equipment, furniture, structures, and new building materials such as stone and iron will be added. Enjoy building whatever you want with these new items and materials. Precautions With the ver. 0.8.0 update, current Simulation Room data will be reset. This will be a complete reset that includes gathered and crafted items, furniture, structures and other items. The reset will also include the "HOLOEARTH Key Visual Acrylic Panel" and "Holoearth Rug" items that were temporarily released for the occasion of hololive SUPER EXPO 2024, which will no longer be available. New Avatar Items and Customization Options 36 new avatar clothing items will be added to ALTERMODE, including earrings and other accessories, as well as cold shoulder tops and sweater vests. Ver. 0.8 Release HoloCoin Present Campaign To commemorate version 0.8, we will offer a gift of 300 HoloCoins (Regular), as well as 20 HoloCoins (Regular) each day as a daily login bonus. The HoloCoins (Regular) can be received during the campaign period via players’ gift boxes in-game. 300 HoloCoin Gift Distribution Period: From ver. 0.8.0 release until Wed. August 14th at 23:59 (JST) *This gift can only be received once per player account *Schedule subject to change Daily Login Bonus Distribution Period: From ver. 0.8.0 release until Wed. August 14th at 23:59 (JST) *Schedule subject to change

Date

24.6.13

Author

  • Management Team

Category

Regarding Avatar Item Restock (May 24)

Regarding Avatar Item Restock (May 24)

This is the Holoearth management team. This is to inform about the avatar items that are planned to be restocked on May 24th at 15:00 (JST) Restocked items will have a different lot number. *Lot number display is planned for a future update. About lot numbers Timing Thursday May 24th, 2024 at 15:00 (JST) *Schedule subject to change Relevant Items Tops ・ALTERMODE Coat (Nvy) ・ALTERMODE Coat (Blk) ・ALTERMODE Coat (Bg) ・ALTERMODE Jacket (Nvy) ・ALTERMODE Jacket (Blk) ・ALTERMODE Jacket (Bg) Bottoms ・ALTERMODE Wide Leg Shorts (Vlt) ・ALTERMODE Wide Leg Shorts (Blk) ・ALTERMODE Wide Leg Shorts (Bn) ・ALTERMODE Tri Joggers (Blk) ・ALTERMODE Tri Joggers (Bn) ・ALTERMODE Tri Joggers (Bg) Socks ・ALTERMODE Asymmetric Socks (Yel) ・ALTERMODE Asymmetric Socks (Bg) ・ALTERMODE Asymmetric Socks (Pk) ・ALTERMODE Triangle Socks (Yel) ・ALTERMODE Triangle Socks (Blk) ・ALTERMODE Triangle Socks (Bn) Shoes ・ALTERMODE Boots (Blk/Or) ・ALTERMODE Boots (Wh) ・ALTERMODE Boots (Blk) ・ALTERMODE High Tops (Blk/Or) ・ALTERMODE High Tops (Wh) ・ALTERMODE High Tops (Blk) Hats ・ALTERMODE Peaked Cap (Blk) ・ALTERMODE Peaked Cap (Bn) ・ALTERMODE Peaked Cap (Bg) Eyewear ・ALTERMODE Tri Shades (Blk) ・ALTERMODE Tri Shades (Or) ・ALTERMODE Tri Shades (Pk)

Date

24.5.23

Category

Releases

Ver. 0.8 Update Notice

Ver. 0.8 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on June 17th, 2024. Update Contents "Simulation Room" Update ■Area Expansion The size of the Simulation Room area was expanded. ■Day/Night Cycle Implemented ■Combat Mechanics and Monsters Added Monsters were added to the Simulation Room, which players can battle against. Defeated monsters will drop food and other items. ■Hunger and Thirst Mechanic Added Players' food and water status will deplete over time, which can be replenished by consuming food items. When players become hungry or thirsty they will experience negative effects such as slower stamina recovery. ■Thrown Items Added Players will be able to throw a variety of items. ■"Observation" System Added By cutting trees, breaking rocks, gathering resources, and battling monsters, pathfinders will acquire “Observation Data.” This data is exchanged at the “ProtectCube” in the middle of the area. In addition, by placing “Observation Beacons” pathfinders can expand the observation area and increase the amount of data they acquire. ■Avatar Leveling Mechanic Added Pathfinders will level up in the Simulation Room, allowing them to craft more new items. Recipes can be unlocked by exchanging recipe points gained from leveling. ■Avatar Outfits in Simulation Room Implemented It will now be possible for players to wear the avatar clothing items they purchase in the Simulation Room. Outfits are only aesthetic and will not affect players' status. ■Over 200 New Items Added (Equipment, Furniture, Building Materials, etc.) Over 200 new items including equipment, furniture, structures, and new building materials such as stone and iron will be added. Enjoy building whatever you want with these new items and materials. ■Carrying Capacity Mechanic Added Weight has been added to items. As players carry more weight and become overburdened, they will experience negative effects such as not being able to run or jump and having their movement speed slowed. ■A number of Other Features and Adjustments Implemented New Avatar Items Added The ALTERMODE fashion shop in Alternative City will now have an additional 36 avatar outfit items. The new lineup includes accessories such as earrings, elegant new shirts, and classic skirts. New Avatar Customization Options Added Some new avatar customizations were added to ALT BEAUTYS, such as pigtails, half ponytails, and new eyes/eyebrows. Please see more details in this article.

Date

24.6.17
Ver. 0.7 Update Notice

Ver. 0.7 Update Notice

This is the Holoearth Management Team. We performed an update to Holoearth on May 16th, 2024. Update Contents Update to Alternative City Area Alternative City v1, which has seen progress in its construction, is open as of ver. 0.7.0. Avatar clothing and accessories can be purchased at "ALTERMODE," and avatar build, hair, and other features can be customized at "ALT BEAUTYS." Alternative City will be further developed as the cultural center of Holoearth with the addition of more facilities and features in the future. Addition of Avatar Items 72 clothing and accessory items for avatars have been added. Players can try on or purchase these at the ALTERMODE shop in Alternative City v1. Avatar items for sale will have limited stock. The stock status for each item will change as follows based on the quantity remaining: ・80% or more → Stock status: Packed ・Over 30% to under 80% → Stock status: sufficient ・Over 10% to under 30% → Stock status: limited ・Less than 10% → Stock status: almost gone ・0 stock → SOLD OUT Sold out items may be restocked. Update to Avatar Customization Various customization options for the avatar system were updated: ・New hairstyles ・Ability to change hairstyle by part (bangs, sides, back)* ・New colors for various avatar parts: ・Irises ・Eyebrows ・Eye shadow ・Blush ・Lipstick ・Hair (base, gradation, accent) * The hair customization by part is available at ALT BEAUTYS in Alternative City v1 Addition of ALT BEAUTYS Points From this version "ALT BEAUTYS Points" are introduced as a new item used for avatar customization. As an opening campaign the staff NPCs at ALT BEAUTYS will be giving points to players to the amount of up to 20,000 points once per day. Campaign Start From the ver. 0.7.0 update on May 16th (Thur), 2024 *The campaign end date will be announced later. Addition of RebuildCores From this version "RebuildCores" are introduced as a new item for remaking player avatars. Upon logging in after the update players will be given two cores. In addition, the staff NPCs at ALT BEAUTYS will give up to two regular RebuildCores each day to players. *RebuildCores will also be purchasable with HoloCoins. Campaign Start From the ver. 0.7.0 update on May 16th (Thur), 2024 *The campaign end date will be announced later. Free Addition of "Holoearth Official Character Stickers Vol.1" To celebrate the ver. 0.7.0 update release, 10 new chat stickers will be given to players! After logging in, players will be able to use these stickers. Disbursement Time After the ver. 0.7.0 update on May 16th (Thur), 2024. Update to Gestures As of ver. 0.7.0 avatar gestures will be updated as follows: ・Wave ・Shrug ・Joy ・Clap ・Cheer ・Cry ・Anger ・Laugh ・Sit (seiza) ・Apologize ・Greet (cool) ・Greet (lively) ・Greet (cute) *With this update, some of the gestures available as of ver. 0.6.0 will no longer be available. The gestures being removed will have adjustments made to their animations and we are looking into adding them back at a later update. Thank you for your understanding. *Please note the UI names for gestures will still be in Japanese only for ver. 0.7.0 and the above English names are for reference and subject to change. Update to Chat Window The chat window size can now be changed. Press Enter to bring up the chat window and from the gear icon select "Large window" or "Small window." Other Updates ・The Yozora Mel chat sticker sales are discontinued. ・The "hololive EXPO 2024 Shirt (Blue)" expired was removed from player inventories. ・In anticipation of new modes of transportation planned for the future, players can no longer sprint outside of the Simulation Room. ・The idle motion for the player avatar can be changed in the outfit menu.

Date

24.5.16

Blog

How Were Anime-Style Avatars Implemented? An Interview With 2D and 3D Designers!

How Were Anime-Style Avatars Implemented? An Interview With 2D and 3D Designers!

Greetings from the Holoearth Management Team! For this installment we talked to 2D art designer Oguro-san and 3D designer Nara Sayaka-san! We asked them all about how they took the avatar concept design from Masaru Sakamoto - a pioneer in the anime industry - and implemented it in Holoearth, including what they struggled with and how they solved various challenges, how the teams communicate effectively, and more. Interviewee introduction Oguro-san Position: 2D Art Designer Date joined: February 2022 Industry experience: 12 years Nara Sayaka-san Position: 3D Designer Date joined: June 2022 Industry experience: 13 years To start, do you mind telling us about your professional experience and why you joined the Holoearth development team? Oguro-san (hereafter Oguro): In my case, I happened to be seeking advice from an acquaintance who works here when I was looking to change jobs, so he told me about the project and suggested I apply. To be honest, at the time I still only had a vague idea of the metaverse as a place where people get together with VR sets in a 360 degree virtual environment to communicate, and I thought the avatar design would be relatively simple. But after seeing images on the company's website and reading more it became apparent the goal was to create a metaverse in an anime-style world, which I found really interesting and decided to apply. I also read on the recruitment page that the team was looking for core members, so I thought I'd like to challenge myself on a project creating something from zero to one in an environment that I had never experienced before. In the interview the producer showed me a bunch of materials and explained what he is looking to achieve, and I thought, "Wow, they're really trying to create something amazing!" Nara Sayaka-san (hereafter Nara): When I was thinking of changing jobs, considering how busy my previous position was I was torn between whether to look for something stable in a mass production environment, or something in its developing stages. Right at that time I started hearing a lot about Holoearth, and it made me want to work on a new project again and challenge myself to see how far I could go with the experience I had built up until now. What made you choose the Holoearth project over challenging yourself at another company? Nara: With a game company that has an established history they already have a solid foundation for development workflows, but in the case of Holoearth all of that was yet to be put into place. So, I chose to join the team since it would be really rewarding to contribute to what Holoearth is trying to build from scratch. I was intrigued by the metaverse since it is a genre I haven't worked on before, and because this project is being developed by a non-gaming company, so it is a great chance to really challenge myself. Now then, tell us what each of you is responsible for in the development of the avatar system. Oguro: I'm on the 2D team, where I oversee designs for clothes, hair, faces/expressions, and other things related to the look of the avatar. Nara: I work on the 3D team and am responsible for the entire process from avatar specifications to managing the visual style. Oguro: Our workflow is to decide on a design direction with the producer and planners, and once the design is created we bring it to the 3D team. From there, the 3D team considers the avatar development specifications and whether the design can be implemented or not. For designs that can't be implemented, the 3D team advises us on what kind of changes can be made to accommodate, and we make the appropriate adjustments.  Nara: For the 3D team, with the avatar development it is imperative to meet 3D specifications to ensure quality, and so we check the designs as they are provided to make sure the specifications can be met. Instead of just modeling a character concept design as is, we interpret and create a 3D model that ensures quality as an avatar system that players use, with individual parts for eyes, hair, etc., that players can customize without running into issues. Oguro: Definitely. We cause a lot of trouble for the 3D team (laughs). But, I'm certain if we don't design according to such detailed parameters then the end result won't be an avatar feature that gives players the satisfaction of having a high degree of freedom. So this has been a great experience that I look back on as positive despite the mistakes we made along the way in the development process. Nara: Thanks to sticking so closely to those specs we were able to make high-quality models. Without that we would have run into all sorts of difficulties, such as the model just not looking right, so I think the 2D team is quite amazing for creating great designs under the strict circumstances. Oguro-san, what kinds of challenges and creative solutions have you dealt with in the avatar design process? Oguro: For starters, since we received the original base design from Sakamoto-san we decided we didn't want to stray too far from his style. So, I constantly consider what Sakamoto-san would do while placing importance on Holoearth's own style as well. Aiming to achieve both is quite a challenge. ▲Avatar concept designs by Studio TRIGGER's Masaru Sakamoto What part of the design process in particular has been a challenge? Oguro: The face has certainly been the most difficult. Particularly the eyes, which need to maintain the essence of Sakamoto-san's style in consideration of his concept sheet and past work, and not look strange when combined with other parts of the model - such as not breaking the whole thing when this pair of eyes is combined with this hairstyle. What were some challenges you faced in bringing the designs from the 2D team to 3D? Nara: There was a lot we wanted to do and express with the model, so we made a list to prioritize, starting with the parts that would most affect mass production and then creating necessary specifications. This process took a lot of work. There were times when the 2D team's priorities conflicted with our own, so took the time to create a guidelines for avatar costume production. The costume guidelines are rules for restricting the range of costumes that could be created, in order to reduce clipping between costumes when combining tops, bottoms, and other items. ▲For designs with tight-fitting tops and bottoms, many iterations were required to see how tight they could be made without clipping Oguro: We continued this for nearly a year and a half (laughs). But, if we hadn't been this particular about specifications then we couldn't have guaranteed high quality of the avatar. Thanks to Nara-san laying the groundwork we were able to design within specific guidelines. Nara: I appreciate the kind words. I'm really thankful we were given the time to establish that foundation. It seems like as a team you aren't afraid of rapid prototyping. Now the model appears a lot more sophisticated than when just starting out. Nara: The base model did actually change. At first we were thinking of going with this [alpha model], which we bolstered and also changed the costume guidelines for. ▲Left: first alpha model, Right: current model Oguro: When I joined, the alpha model was already completed and I thought, "wait, it's already finished!", but as we worked on finalizing the specifications we realized the alpha model wasn't compatible with them and decided to start again from scratch. Nara: We went into the rebuild with a drive to make something stellar together. Because of this, in the end we received lots of comments from players that the avatar is really cute, so I'm glad we did it. Oguro: To add to the difficulty, whenever something changes with the base model, the animation must be changed as well. This will have an impact on the gameplay as well, so it really ends up being like a complete restart. I think a lot of developers will hear that the base model needs to change and think, "are you serious!?"    Nara: The animation team was also quite surprised (laughs). Oguro: I realized just how difficult the avatar system was, since it had to be designed and modeled to accommodate a great variety of clothing, hairstyles, and other elements. Nara: Since the 3D models of the hololive talents have already been well-received around the world, as a benchmark a high bar for quality was set for Holoearth's avatar system. In order to meet this standard it was necessary to change the base design. How was the player reception when the pyramid-shaped avatars were replaced by the human avatars? Oguro: First of all, it was a huge relief to finally reveal the avatar system to everyone. Looking at the response from players, there are so many comments that the avatar is cute or of high quality, which has been rewarding given all the effort that went into it, so I am happy about that. On the other hand though, it feels like we now have even higher expectations to meet. While receiving praise such as how the avatar looks, I also hope to hear more comments of surprise along the lines of, "Wow, you can do that!?" Nara: I was really happy and motivated to see people complimenting the avatar's visual appeal. The original character designer, Sakamoto-san, even customized his own avatars and shared screenshots of his creations with expressions just as if he had drawn them. We took care to create the avatar such that it will still look good even when the facial expression is stopped mid-movement. A screenshot Sakamoto-san posted was taken right in the middle of the avatar's movement, so I was pleased to see he thought it was appealing and that our attention to detail came through. But just as Oguro-san said, it isn't enough to stop at this point, and instead I want to aim for staying one step ahead of the competition in terms of anime-style design. ▲The team strove to make sure photos would look good even in mid-motion Oguro: The entire team is working to achieve the producer's vision whereby Holoearth has a real anime look to it. Nara: In the future there is a plan to implement a day and night cycle, so I hope players can take beautiful screenshots at any time of day. Being able to enter and really immerse oneself in the anime-style world is quite important. Oguro: When I am immersed in an anime, I find myself thinking, "What would happen if I existed as a character in this world, in this one scene?" My goal is to make that kind of immersive experience possible with Holoearth. Nara: I feel this is the best part of the metaverse - I want to create an immersive experience where people feel almost as if they're living in that space. ▲Oguro-san made the character depicted in the sign displayed on Alternative City's fashion shop, ALTERMODE As opposed to other more general metaverse platforms, Holoearth needs to give a sense of realism to things that don't really exist, including things such as demihumans and characters with animal characteristics, but in an anime-style world. This seems like a really difficult task, so what are your thoughts on it? Oguro: That's right. In particular, the development team is interested in creating demihumans and theriomorphic characters. While we aren't completely sure whether we can implement this at the moment, in the event we do I would like to create a foundation to really express them. I'd like to create cool fashion for these various races, such as gothic fashion for demons, and so on. Additionally, even with the talents there are plenty of races in their designs and I'd like to include that in the world building. It would be great if players feel like they can be something similar to their favorite talents.  There are plenty of games set in fantasy worlds where players can become something else, but probably not really where players can also enjoy fashion and daily life. Oguro: This is something I'm interested in drawing, so I've sent various design proposals to the producer. ▲Character design proposals by Oguro-san for the hololive Alternative web manga, Yamato Phantasia. Similar design philosophies are being discussed for potential future use in Holoearth as well. Nara: Oguro-san and the producer have pretty close communication. Oguro: Holoearth is something new and innovative that needs to be built from the ground up, so if we don't work closely together then cracks might start to appear. So, myself, the 3D team, and really the entire project team works closely with the producer, which I think is a great thing. Nara: I like that it's an environment where we can casually approach each other to discuss things. Thank you for the insights. The avatar design and development is mostly led by the 2D and 3D design teams - something not really seen much in the past. Nara: It's pretty much up to us. Oguro: It's my first time working like this (laughs). Nara: Thanks to being given this responsibility, I was able to incorporate the 2D and 3D designers' perspectives into things like making the model's silhouette attractive and improving its style. Oguro: I haven't seen such a flat work environment where we can make our own proposals that get accepted into the process. We have to set our own deadlines and overall work-life balance, and we are responsible for making sure we follow through with these proposals - which may increase the workload some but it is a lot of fun at the same time. Nara: There were certainly very busy periods, but we decided on the quality we wanted to deliver by the deadline so we were all really motivated to see it through to the first avatar release. To end, please leave a message to our readers! Oguro: Holoearth is a project with an incredible amount of potential. We realize this means causing some inconveniences and making players wait a bit on development, but we hope everyone comes with us on the journey as we release a variety of updates that exceed expectations. Nara: I hope to continue making an avatar system with great attention to detail that everyone can enjoy using to customize their own avatars. The avatar system is still being worked on along with Holoearth overall, so definitely create your Holoearth self and enjoy the world we are creating! *The features and other items not currently implemented that appear in this interview are not guaranteed to be officially added, however, these are currently being investigated and discussed by the development team.

Date

24.5.31

Category

  • Design
Intro to Holoearth’s Server-Side Tech

Intro to Holoearth’s Server-Side Tech

Author introduction "Yukihiro Nishine" Position: Engineering Dept. Manager Date joined: October, 2023 Industry experience: 11 years of development and admin experience in web services and online games, mostly as a C# server-side engineer. Yukihiro has been the recipient of the Microsoft MVP for Developer Technologies award (2020 - 2022). Hi everyone, my name is Yukihiro Nishine and I’m a manager in the Holoearth engineering team. When speaking of Holoearth’s development, it likely conjures images of the Unity-based client-side implementation, the avatar system, or concert events and the like. But this time around I would like to speak to some of the server-side technology that we put to use. I hope this will be interesting for those of you who are interested in the behind-the-scenes development of Holoearth. Contents ・Programming Languages Used ・Cloud Environment and Tools ・About Cloudflare ・Final Thoughts Programming Languages Used We primarily use Go, with a handful of other languages as well including PHP, C#, TypeScript, and Rust. Rather than a single application, the Holoearth servers are composed of multiple applications that each use a different language. ▼Application segmentation ・Sandbox game ・Lobby (Entrance Hall, Alternative City, etc.) ・Infrastructure for account management, payments, etc. ・Others The server side of the initial sandbox game development was done in PHP. From there, the communication lobby and underlying system was made with Go, and currently Go is the primary server-side language being used. On the other hand, the other languages not used until this point may be used when the appropriate case calls for it. For example, a new system being developed requires in-game logic to be handled in real-time by the server side, so by using C# on the server side as well we can ensure the developers working in Unity can develop the client side in lockstep with the server side. As for other languages, we use TypeScript in Cloudflare’s FaaS (Cloudflare Workers), which works in conjunction with Cloudflare resources, and Rust is used in the communication infrastructure that is currently in development. Cloud Environment and Tools The Holoearth cloud environment predominantly uses AWS, of which the main services utilized include EKS, ECS, EC2, Lambda, Aurora, DynamoDB, and ElastiCache. For storage and CDN we do also use S3 and CloudFront, however, to reduce costs we moved much of this to Cloudflare. For monitoring tools we use Datadog, and Snowflake is our platform for data analytics. COVER may not be a web services and game specialty company, but we are establishing a development environment that can go toe-to-toe with such companies in the industry. About Cloudflare Cloudflare was initially well-known as a CDN service, but these days it offers a range of different services. Holoearth migrated its CDN needs over to Cloudflare to make use of its ecosystem. Besides its CDN service, we are also utilizing Cloudflare Stream, Cloudflare Images, and Cloudflare Workers, among others. In particular, we make heavy use of Cloudflare Stream. The video streaming rooms we made available to users during New Year’s and hololive EXPO were made possible by Cloudflare Stream. I was actually first introduced to using Cloudflare Stream after joining COVER, and I was amazed at both how easy and cost-effective it is to implement video streaming. For those of you interested in video streaming development I definitely recommend giving it a try. Final Thoughts That wraps it up for a brief introduction to Holoearth’s server-side technology stack, which until now hasn’t really been revealed. Our own CTO, Ikko Fukuda, has previously shared that metaverse platform development is a sort of “mixed martial art concerning the world,” which is spot on. Holoearth development is not always straightforward, but that is precisely what makes working on it as an engineer such a rewarding experience. Thank you for reading, and we hope you continue to follow the story of Holoearth’s development!

Date

24.5.17

Category

  • Engineering
Placing Windows Freely on Walls

Placing Windows Freely on Walls

Author introduction "Shoichiro Inoue" Position: Engineering Dept. Client Team Date joined: February, 2021 Industry experience: Three years Getting Started Hi everyone, my name is Shoichiro Inoue from Holoearth's engineering client team. I'm mainly responsible for implementing the building mechanics in Holoearth. Many games in recent years have included building and housing mechanics, and windows are an integral part of this kind of mechanic. However, in many games windows can only be placed in specific places, such as on a wall with a hole specifically made for window placement - but we want to place windows wherever! I'll introduce the solution we worked out for this problem in this development blog. But first, here's a short video demonstrating the end result. https://holoearth.com/wp-content/uploads/2024/04/mado_setti.mp4 As you can see in the video, it is possible to freely place a window wherever you want! The part of the wall where a window is placed disappears, revealing the outside. But in addition, it is also possible to cut a hole in the wall's collider as well. This allows for the possibility in the future to have battles where, say, arrows can be shot through windows that were installed. Here, I explain the process of how we approached the problem. Solving the Problem Requirements The wall has to be in place first to install a window, the window must be installed such that it's flush with the wall, and the window's rotation must adjust automatically to the proper orientation with respect to the wall. I won't go into detail about this part. The window "prefab" must include the following information: Collider (to use collisions to detect which wall it is being placed on) Window width and height Workflow 1. The window contains a collider and retrieves which wall it is to be placed on. 2. When colliding with a wall, the window passes its position and size data to the wall and requests to make a hole there. 3. The wall in question executes scripts to change its shader and collider values to create the hole. And if the window is destroyed it asks the wall to restore those values. I'll talk about the shader that creates the appearance of a hole and the script that makes a hole in the collider later on. So far the scope of this mechanic is limited as follows: It doesn't take into account how the window's edge protrudes from the wall, so we use raycasts to make sure all four window corners are on the same wall. It can't allow for multiple windows on a single wall, so if a second window is added it will destroy the first window. Using Shaders to Make the Window's Appearance In essence, the wall's shader will not render where the window's coordinates overlap the part of the wall being rendered. This means the sides of the model will be empty, revealing the reverse side of the wall's mesh, but this is covered by the 3D model of the window frame on the sides of the window. (Left: Wall being overlapped by a window is removed by the shader. Right: Placing a window frame over the removed portion.) A surface shader is created to grab the coordinates of what is being drawn. The window's center coordinate and size (width, height) are obtained from its script. Making Calculations We split the problem into the two parts below. 1. Whether the coordinates being drawn are in the window on the horizontal plane, and 2. Whether the coordinates being drawn vertically are in the window. 1. Horizontal plane We make a line on the x-z plane using the formula: z = kx + b. Let k be the slope of the line perpendicular to the window when viewed from directly above. Then there are two lines, b, which are the lines passing through the front and back edges of the window, respectively. Let us denote them as b1 and b2. There's no need to draw within the yellow area bounded by lines z = kx + b1 and z = kx + b2. That is, if the coordinates we are drawing now are x1, y1, and z1: kx1+b1 < z1 < kx1+b2 Then the coordinate is in the window on the horizontal. *k can be obtained from the window's y-axis rotation = rotY. *Since the tan of 0 is undefined, we need to set up a branch process to avoid specifying 0 as the argument of the tan function. k = tan(rotY/180f * π + 0.5π) *b1, b2 can be obtained from the coordinates of both ends of the window b = z / kx 2. Vertical Direction Now, the Y axis: In Holoearth, the window rotates only on the Y-axis, so the equation is simple. _windowBottomY < position.y < _windowTopY We know that we are in a window in the vertical direction if the above is true *The _windowBottomY and _windowTopY can be obtained by adding the window width to the window center point Y coordinate. Taking all the above into account the code looks like this: bool isInsideWindow(Vector3 pos) // pos: world coords of point to be drawn {   // Is in window on x-z plane   var isInsideXZ = _k * pos.x + _b1 < pos.z && pos.z < _k * pos.x + _b2;   // Height is within window   var isInsideY = _windowBottomY < pos.y && pos.y < _windowTopY;   return isInsideXZ && isInsideY; } *The actual shader was created by the same team. They are modified and shown here for clarity. *To reduce processing loads, _k, _b1, _b2, _windowTopY, and _windowBottomY are calculated when the window is placed. Future Endeavors Right now this can't support shapes other than rectangles. To accommodate other shapes, the area of that shape needs to be calculated. For example, a circular window can be implemented by projecting the drawing coordinates onto the x-y plane and then making sure the distance between the point being rendered and the center point is less than the radius of that circle. Making Openings in Colliders Now I'll explain more about creating an actual hole, rather than just in appearance. The wall collider consists of a single box collider. The original collider is replaced by four box colliders to avoid the window part, each of which is divided to avoid the window section to represent a hole in the wall. The way to do it is pretty simple: we attach a new four-box collider after deleting the original collider, which requires computing the center coordinates and size of each collider. This will result in the following variables: A 3-dimensional vector (vector3) for the size of the wall, wallSize Relative coordinates of the window to the wall in another vector3, windowCenter Length of one side of the window in a vector2, windowSize The actual calculation is as follows: *The collider is a local coordinate system, so rotation doesn't need to be considered. *The origin of the wall is at the center of the bottom surface, and the origin of the window is at the center of the length and width ▼Upper collider var sizeX = wallSize.x; var sizeY = wallSize.y - (windowCenter.y + windowSize.y); var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = 0f; var posY = wallSize.y - sizeY/2f; var colCenter = new Vector3(posX , posY, windowSize.z/2f); ▼Lower collider var sizeX = wallSize.x; var sizeY = windowCenter.y - windowSize.y/2f; var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = 0f; var posY = sizeY /2f; var colCenter = new Vector3(posX , posY, windowSize.z/2f); ▼Left collider (The x-axis is zero at the center of the wall, so the coordinate of the left end of the wall is -wallSize.x / 2f) var sizeX = - wallSize.x/2f + windowCenter.x - windowSize.x/2f; var sizeY = windowSize.y; var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = -windowSize.x/2f + sizeX/2f; var posY = windowCenter.y; var colCenter = new Vector3(posX , posY, windowSize.z/2f); ▼Right Collider var sizeX = wallSize.x/2f - (wallCenter.x + wallSize.x/2f); var sizeY = windowSize.y; var colSize = new Vector3(sizeX, sizeY, windowSize.z); var posX = wallSize.x/2f - sizeX/2f; var posY = windowCenter.y; var colCenter = new Vector3(posX , posY, windowSize.z/2f); Set these values to position the collider so that it doesn't cover the window area. Future Endeavors With the process described here, it is difficult to make holes in the collider with non-rectangular shapes. At the moment windows of different shapes can't be made, but there are possible ways to accomplish this: Increasing the number of box colliders and arranging them like an integral, which could make shapes really close to circles and triangles. But this drastically increases the number of box colliders as accuracy increases. Preparing colliders with triangular or circular holes in advance. After making holes in a rectangle, place these prepared colliders inside the holes. It takes time and effort to prepare colliders with special shapes, but it might reduce the number of colliders necessary. Final Thoughts The combination of shaders and collider management allows us to create an experience where windows can be placed freely on walls! We hope to create more and more awesome building features! If you're interested, definitely give it a try in Holoearth!

Date

24.4.26

Category

  • Engineering