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eshakm.2024
Community Manager
8 months ago

Meta Horizon v216 Release Notes

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This week in v216 we are launching the Asset Pool Gizmo, a powerful tool for managing objects that should be granted to each player in your world. Additionally, the Public Asset Library is now live, allowing other creators to discover your assets from the Public Asset panel in the Desktop Editor or in VR and import them into their own worlds (MHCP Only). 3D Heatmaps have also been updated to help creators learn key insights about their worlds.
Important: In v216, we are changing the structure of scripting directories to not include the world name in the directory name. This is to prevent malicious attacks. If you are using a source-control system to manage scripts, you may need to reconfigure it after v216.
 
Read on for more details on Meta Horizon v216:

New Features
  • Added an Asset Pool Gizmo that allows players to have prefabs that are generated per player. The Asset Pool Gizmo is a powerful tool for managing objects that should be granted to each player in your world. It automates spawning and assignment of objects to players as they join your world. This is necessary for objects that have different states per-player. It's perfect for creating the following in-game objects or features on a per player basis: HUD and UI, Starting Items, Player Effects, Stats. Review the documentation here.
  • 3D Heatmap Updates: Three new features added. Use this link to view your worlds and use the Insight button to see the 3D heatmap option per world:
  • Added "Center camera on selected point" button to more easily focus/zoom to areas of interest.
  • Dampened camera controls for smoother repositioning and added WASD hotkeys to pan camera
  • Added an option to view the world mesh as a wireframe for better visibility.
  • Starting May 27th, the Public Asset Library is live (MHCP Only). - As an asset creator, you can now publish your 3D models and asset templates (such as 3D models with scripts) from My Assets to Public Assets via the Desktop Editor. This allows other creators to discover your assets from the Public Assets panel in the Desktop Editor and import them into their own worlds. Follow the documentation on how to make your asset public here.
  • Asset Ratings - Creators can now upvote or downvote public assets, influencing relevance. The upvote/downvote option is available on the Asset details page and the ratings will be also displayed on hover of each asset, providing a clear indication of its value and effectiveness.

 
Quality of Life Improvements
  • Improved camera movement for desktop creators and users when working on other windows. Previously on desktop, the camera would rotate via mouse movements whether the window was focused or not. This was very inconvenient when working with multiple clients, trying to take screenshots/videos, clicking other windows, etc.
  • Assets that don't support auto thumbnail generation will no longer emit warnings on import.
  • Added a feature to the Generative AI Mesh Generation Tool to limit prompt text size per generation category, and set the mesh gen limit to 500 characters. The change will make it more clear to the user that there is a character limit up front rather than waiting for a response with an error.
  • The trigger zone script template now includes links to the trigger zone documentation.
  • Adjusted right margin of keyboard shortcuts modal so text doesn't overlap with scrollbar.
  • Updated: Starting May 19, 2025, creators are required to identify the intended audience as an additional step when publishing or republishing their worlds. This new step does not impact a world’s content rating and will help us understand who the world is designed for.
  • All creators now have the ability to set avatar cap to 1 per world if desired.

Bug Fixes
  • Fixed a bug where every time a user joined a world, the Custom UI of all other players would flicker, disrupting any gameplay reliant on Custom UI.
  • Fixed a bug where, when an asset template was updated, and that child object was not part of the asset template, it would get lost if the asset template ever got updated.
  • Fixed a bug where creators would lose scripts while editing.
  • Fixed incorrect animation name for Carry Heavy causing the animation to default to the wrong value and break.
  • Fixed a bug where repeated duplications would incorrectly deform the scale of certain entities.
  • Fixed a bug that caused overlay Custom UIs to persist while in preview mode, even after deletion or overlay -> spatial transition.
  • Fixed a bug where texture gen AI previews would disappear when the motion type was changed.
  • Fixed multiple memory leaks.

Documentation Improvements
  • Added an article on the raycast gizmo to outline the concepts and provide the description on the latest addition to the Properties panel: On Stop First Hit.

Upcoming Release Roadmap
We've heard your feedback and we're working on shipping the following improvements in the next few releases:
  • Add ability to fetch avatar textures for use with in-game UI.
  • Improved mobile load times.
  • Increased editor hierarchy responsiveness.
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