📰What’s New in Meta XR SDK v85 | Start Mentor Workshop
Hosted by Quentin Valembois (Valem) • March 2026 • Meta Horizon Start Overview (what v85 focuses on) Meta Horizon OS v85 includes updates across: Building Blocks (including Multiplayer + AI Building Blocks) Mixed Reality (new Spatial Test Framework and Scene-less MR support) Locomotion updates (input mapping + revised control scheme) What’s coming next (FrameSync) Watch this part: 00:00 Building Blocks (Unity): faster setup, less boilerplate Building Blocks are modular, drag‑and‑drop capabilities for Unity projects that can automatically configure project settings and required components (e.g., passthrough, hand tracking, MR setup, etc.). The intent is to let you focus on the code that’s unique to your experience. What to take away: Building Blocks = the “fast path” for adding platform features correctly. They can handle annoying setup details (settings, manifests, component wiring). Watch this part: 01:07 Multiplayer Building Blocks: Photon Fusion 2.1 support What’s new in v85 Multiplayer Building Blocks now support Photon Fusion 2.1, unlocking newer Fusion features for Start devs who choose Fusion as their networking provider. Fusion 2.1 highlights: Forecast Physics Object Send Priority Large Data RPCs (Fusion used to have a small payload limit—large data RPC expands what you can send) Custom Tick Rates Faster Host / Master Client Switching Configurable AOI (Area of Interest) Player Unique ID When you drop a Multiplayer Building Block (e.g., auto matchmaking), you can choose provider: Unity Netcode for GameObjects, or Photon Fusion (now v2.1 supported) Also, voice chat support in the Building Blocks flow is tied to Fusion in the demonstrated setup. Watch this part: 02:19 AI Building Blocks updates: more accurate boxes + image segmentation What’s new in v85 AI Building Blocks improvements: More accurate 3D bounding boxes for object detection overlays 2D Image Segmentation option appearing in the tooling Watch this part: 06:45 “Scene-less Mixed Reality”: why it matters The problem with relying only on Scene Model/room setup Scene Model (room scan) is powerful, but can be: Overkill for simple MR interactions (e.g., “place one object on a surface”) Not runtime-updated (doesn’t naturally account for small moving objects in the moment) The v85 direction: more seamless MR workflows The workshop emphasizes using depth-powered environment raycasting to collide against real geometry without requiring a full scene model workflow. Key concept: Environment Raycast uses depth sensing to “hit test” the real world, enabling placement and interaction without scene model dependency. Watch this part: 08:27 What’s new for Scene-less MR in v85: Scene-less World Lock World Lock (and what changed) World Lock keeps virtual content stable in physical space even when the user recenters. Previously, this was tied to scene model workflows. What’s new in v85 Scene-less World Lock—world-lock behavior that works without requiring a scene model. Why it’s a big deal: It moves MR closer to “drop in/runtime MR” without asking users to preconfigure a full room scan for basic anchoring behavior. Watch this part: 12:11 Debugging MR got a major upgrade: Spatial Test Framework Before: Immersive Debugger The Immersive Debugger can help you inspect/tweak MR-related settings in a build and visualize MRUK data (mesh, collisions, navmesh overlays, etc.). New in v85: Spatial Test Framework (MRUK tests) The Spatial Test Framework brings automated testing principles (Unity Test Framework) into MR workflows by letting you run tests across multiple room prefabs/scene configurations. What it enables: Automatically validate your MR logic across many room layouts (bedroom, office, living room, etc.) Reduce manual “try it in 20 different spaces” testing Write your own tests by extending the MRUK test base class (as demonstrated conceptually) Watch this part: 18:50 Locomotion: input mapping + revised control scheme v85 includes an update to locomotion documentation and recommended patterns around locomotion input mapping, focused on making multiple locomotion systems work more cleanly together (especially avoiding input conflicts like “UI ray + teleport ray at the same time”). What’s new: Revised Control Scheme Watch this part: 26:24 More to come: FrameSync on Meta Horizon OS FrameSync is as an upcoming/important performance-related development, aiming at: More consistent smoothness Fewer still frames Lower motion-to-photon latency Watch this part: 29:24 Quick reference Photon Fusion 2.1 “What’s new” (from slide): https://doc.photonengine.com/fusion/current/getting-started/preview-2-1/whats-new-2-1 Locomotion input mapping doc (from slide): https://developers.meta.com/horizon/design/locomotion-input-maps/ FrameSync blog (from slide): https://developers.meta.com/horizon/blog/framesync-meta-horizon-os Environment Raycast example video (from slide): https://youtu.be/r9gedHRY0rc
113Views1like0CommentsWhat VR Developers Can Learn From Animal Company’s Viral Growth
In the past, growing a game meant running ads, contacting influencers, and pushing constant updates across social media. Today, the growth dynamic is shifting. Some of the fastest-growing games are not succeeding because they post more marketing content. They are succeeding because their gameplay naturally creates content that players want to share. One of the most interesting recent examples of this approach is Animal Company, a VR title that achieved remarkable organic growth in a short period of time. Within its first six months, the game reportedly generated: 1B+ TikTok views ~500,000 peak daily active users 9× growth in paying users Instead of relying heavily on traditional marketing channels, the game’s design itself became the marketing engine. For VR developers, this case offers several valuable lessons. I will share them in this blog post. 1. Design for Watchability, Not Just Playability Game developers traditionally optimize for playability: mechanics, progression, difficulty, and retention. But in today’s attention economy, there is another critical design factor: Watchability. Watchability means designing moments that are entertaining even to someone who is not playing the game. Animal Company’s gameplay consistently produces moments that work well on platforms like TikTok, Reels, and Shorts. These moments often involve: chaotic multiplayer interactions unexpected physics outcomes exaggerated emotional reactions social improvisation between players When these moments happen in VR, they are naturally clipped and shared by players. The result is organic discovery. Players become marketers simply by sharing their gameplay experiences. 2. Social Chaos Creates Shareable Moments Many successful VR experiences lean heavily into social unpredictability. Animal Company embraces this philosophy by building systems that encourage chaotic, funny, or surprising interactions between players. These include elements like: physics-driven movement expressive avatars playful or comedic animation systems environments that encourage experimentation The goal is not to script funny moments. The goal is to create conditions where funny moments are likely to happen. When these unpredictable situations occur, players instinctively record and share them. 3. Emotional Reactions Translate Well to Video VR has a powerful advantage compared to traditional games: embodied reactions. When players are immersed in VR, their responses are often more physical and emotional. Animal Company leverages this by using: spatial audio cues environmental tension sudden encounters or surprises These mechanics create intense player reactions — screams, laughter, panic, excitement. For social platforms, these reactions are extremely compelling to watch. A viewer might not fully understand the game mechanics, but they instantly understand someone screaming in VR. That emotional clarity makes clips far more shareable. 4. Turn Players Into Performers Another key idea behind the game’s success is treating environments as stages rather than just levels. Players are given tools and systems that allow them to perform: comedic skits stunts chaotic multiplayer challenges improvised social moments In other words, the game encourages players to create content inside the game world. This transforms the typical player into something more powerful: a content creator. And when hundreds or thousands of players begin creating content, the game’s reach expands far beyond the original player base. 5. Build a Creator Ecosystem Games that grow through social media often develop strong relationships with their most active creators. Animal Company reportedly implemented an invite-only creator space within its community — a Discord group where top creators can communicate directly with the development team. This type of ecosystem has multiple benefits: Creators receive recognition and support Developers gain direct feedback from influential players The community feels more connected to the game’s evolution Over time, this creates a feedback loop where creators help drive discovery, while the developers support the creators’ ability to produce content. 6. Community Feedback as a Development Engine Another notable aspect of the game’s development approach is its responsiveness to the community. Frequent updates and a close relationship with the player base allow developers to quickly react to emerging ideas, memes, or trends within the community. When players feel that their ideas can influence the game, they become more engaged — and more invested in the ecosystem surrounding the game. In many cases, community culture becomes just as important as the gameplay itself. 7. Monetization After the Community Forms One of the most interesting strategic choices was delaying monetization early in the game’s lifecycle. Rather than introducing monetization immediately, the focus was first placed on strengthening the social gameplay loop and building a loyal community. Once players were emotionally invested in the game and its culture, customization options and cosmetic purchases became more attractive. This approach often leads to healthier long-term monetization because spending is driven by expression and identity, not pressure. The Bigger Lesson Animal Company highlights an important shift in how games grow today. Successful games are no longer only designed to be fun to play. They are designed to be fun to watch. When gameplay naturally produces moments that players want to share, marketing becomes embedded directly into the experience itself. Instead of competing purely through paid acquisition, games can grow through the creativity of their own communities. For developers, this raises an important design question: If a player records 30 seconds of your game, would someone else want to watch it? If the answer is yes, you may already have the foundation for organic growth. If you're interested in learning more about designing games that generate shareable content, I’ll be discussing practical strategies and examples in my upcoming session: Craft Social Content Players Want to Watch | Growth Series, Part 2 📅 March 13, 2026 🕚 11:00 AM PDT Looking forward to seeing other developers there and continuing the conversation around how games and creators can grow together.84Views0likes0CommentsShorten Time-to-First-Dollar with Meta Horizon Launch Tools
Launching an app on the Meta Horizon Store is multi-faceted; it doesn’t just start on the day of publish. In fact, what you do prior to shipping your app on the Meta Horizon Store is more important than ever, and it demands a strategic launch that’ll help you stand out. A strong pre-launch makes titles easily discoverable before Day 0 and helps sustain momentum afterward. When discoverability is treated as an afterthought, developers tend to face an uphill battle for visibility post-launch. That’s why we’re excited to highlight our new video-enabled educational playbook, designed to help you think about different pre-launch strategies while you're still building and show how to generate anticipation, gather feedback, and drive early adoption. Below, we highlight each launch feature you can leverage, along with a recommended “Golden Path” sequence for effective pre-launch strategies to help you cut your time-to-first dollar. You’ll also get to hear from some other developers who have had success launching with these tools. Let’s dive in. Launch Features: Your Toolkit for a Strong Debut Meta provides a suite of launch features to help you maximize your app’s visibility and success. Here’s how you can leverage each tool: Playtesting: Gather early feedback while you’re still building Playtesting gives you a private space to gather feedback from real users. It’s your chance to validate gameplay, comfort, and performance early so you can refine with confidence. You can think of it as a small, closed test (more like micro-beta) that gives you a read on user preferences, validates core mechanics, and surfaces issues that only show up in the wild. Pro Tip: Start playtesting as early as possible—even before your app is polished. Respond to written reviews to build trust and show you’re listening to your community. "By carefully limiting access during early playtesting for UG, we were able to validate game mechanics, iterate on in-app purchase pricing, and fine-tune the experience to hit our target session length and other critical metrics. That data directly informed our go-to-market strategy. Ultimately, it’s not about whether the studio loves the game; it’s about whether players do. Testing early and often made all the difference." - Spencer Cook, CEO, Continuum "Trusted testers are worth their weight in gold. I’ve seen time and time again the power of having five to ten highly-engaged players playing directly with the developers, and I’d take this over a disparate group of thousands of players any day. The earlier this happens, the better the chances of launch success because our development decisions are grounded in real behavior and not our own assumptions about what players want." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) Coming Soon Pages: Generate anticipation within 180 days of launch Building out a coming soon page lets you showcase your app up to 180 days before launch to help build excitement and provide users with an opportunity to wishlist your title. Keep in mind that a coming soon page is best for capturing interest, not creating it. Most visibility and growth will come from your own marketing efforts off-platform, like social posts, trailers, and community engagement. Pro Tip: A/B test your store assets (key art, trailer, description) to see what resonates with your audience. "The single biggest determinant of a game’s success is pre-marketing. Whether that’s on socials, or Coming Soon pages, you need to be able to drive your community to take an action like signing up for email alerts or a Discord community." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Across titles like Starship Troopers VR, Hitman 3 VR, and BEATABLE, the Coming Soon page helped us inform our community and influencers early while capturing wishlists. It’s become a key tool for building awareness and demand well before launch." - XR Games Pre-orders: Secure early sales within 90 days of launch Pre-orders enable users to purchase paid apps up to 90 days before launch, while providing developers with a convenient way to convert interest into committed downloads and generate revenue before release. You’ll need a price, description, and marketing assets to set up pre-orders. "Offering pre-orders for Hitman 3 VR: Reloaded significantly increased launch-day sales by concentrating demand and excitement ahead of release. It gave us a much stronger day-one performance than previous launches." - XR Games Early Access: An open beta for ongoing refinement Launching your app with an Early Access label tells users that it’s still in development, but it also enables you to reach a broader audience, gather real feedback, and allow space to continue refining your app pre and post-launch. Apps best suited for Early Access are stable and enjoyable, but not fully polished. Remember, this is still your only chance to make a first impression, so consider carefully whether your app is ready for an audience. This feature can be especially beneficial for free-to-play (F2P) apps, where lowering the barrier to entry helps you reach more players and build momentum. And since the app is free, users tend to be more forgiving in their reviews. If you utilize the Early Access label, it is your responsibility to communicate what it means to your users. Pro Tip: Once you remove the Early Access label, it’s permanent—plan your transition carefully. "Early access let us grow a passionate community while we were still shaping the game. Their feedback sharpened our priorities and their enthusiasm created a foundation for us to build around." - Johnny Wing, General Manager, Orion Drift "Early access is fundamental to community building and game success. Of course it helps surface critical bugs early on but more importantly it creates a core group of highly invested players. The Quest Store thrives on the network effect. Players want to be the first to discover a game and be the one to recommend it to their friends and take a massive pride in discovering something early." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Early access for BEATABLE was critical in building a passionate community before launch. It created early advocates who helped amplify the game organically the moment we went live." - XR Games The Golden Path: Putting it all together for a recommended launch sequence The Golden Path launch sequence can set you up for maximum exposure, interest, and conversions. Using each of these features we’ve covered today sequentially can put you on the path to build an audience early, sustain momentum, and set your app up for a strong debut. In the graphic above, you can see a recommended cadence on when to start leveraging each feature. Remember, this is just a recommendation; you can define your own strategy and determine what makes the most sense for your title. "Meta has created flexible launch paths that let developers choose what best fits their game. For UG, Early Access was the perfect way to set expectations around polish, bugs, and our roadmap toward a full future launch. It invited players to join us early, get excited about the vision, and actively influence what UG is becoming. This approach let us build hand-in-hand with our community and even helped spark a wave of user-generated content as players documented the game’s growth from its earliest days." - Spencer Cook, CEO, Continuum Incentivization and Best Practices Know your audience: We’ve broken down key audience behaviors and motivations that can help you plan effective content and marketing strategies for your VR apps. Reward early adopters: Offer exclusive content, discounts, or early access perks to wishlisters and pre-order customers. Leverage off-platform marketing: Most momentum comes from your own efforts—use social media, communities, and events to drive awareness. Communicate clearly: Use Developer Posts and direct messaging on platforms such as Discord to keep your audience engaged and informed. Measure and optimize: Use integrated analytics to track what’s working and adjust your strategy in real time. Ready to launch? Start building momentum today Don’t let your launch be just another date on the calendar. Utilize launch features and our new resource guide to build momentum, engage your community, and set your app up for lasting success.119Views0likes1Comment🎉Welcome new Start Mentor @Degly / Degly Pava🎉
Please join us in welcoming Degly, our newest Start Mentor and Founder of ColombiaXR. Degly is an experienced AR and VR Unity developer who has organized hackathons, workshops, and mentoring programs across Colombia and Latin America for hundreds of developers. He’s currently based in Tokyo, and is excited to help you use Meta’s toolkit to lower the barrier for entry for creating world class experiences with cutting-edge technologies for use across the world. Degly is an expert in XR App Visibility & Growth Strategy Unity & Spatial App Development XR Community Building and Social Presence Career Paths & Navigating the XR Industry75Views2likes1CommentNew Resource Guide Available: Simplifying Payouts for Builders!
Hello Builder Community, We’re thrilled to share our brand new resource guide: Payouts Made Simple for Builders! With 14% of Non-Technical Support Tickets being payments related, we wanted to find better ways to help solve common issues, so you can focus on building great apps and getting paid quickly for them. What’s It About? Whether you’re new to the platform or have managed payouts before, this guide is here to make payouts easy, clear, and hassle-free. It walks you step-by-step through everything you need to know—from setting up your account to receiving payments with minimal stress. Key Benefits Clear instructions for account setup, bank verification, and tax requirements Easy troubleshooting for common issues and payment delays Handy tips to help make sure your payouts are processed quickly Access to support resources right when you need them Get Involved! We want this guide to be as helpful as possible. Please check it out, try the suggestions, and let us know what you think! Your feedback helps us improve. If you spot something confusing or think we missed an important topic, drop a comment below! Already a payouts pro? Share your experience and best tips in the thread! Check out the guide here, and help us make Builder payouts smoother and simpler for everyone!28Views0likes0Comments