🎥 Wordless UI Design - Let Your UI Do the Talking
Ever played a game where you just knew what to tap without reading a single word? That's not an accident — it's great UI design. In this session, MKE_TheGuru breaks down the Wordless Toolkit — a set of powerful design principles that let your UI communicate through icons, color, shape, layout, and motion instead of relying on text. Whether you're building for a global audience or just want smoother gameplay, these techniques will help your players stay in their flow state.
21Views0likes0CommentsMerge Foxes @ Fox Flats
*Updated 3/29* Merge Foxes is a fast-paced, mobile-first Move & Merge game. Players combine matching foxes to level up, earn in-game currency, unlock new fox types, and progress through timed rounds that increase in difficulty. The game features: Custom scripted UI leaderboard XP + money progression system Unlockable foxes with unique merge conditions Round-based challenges with increasing difficulty Risk/reward mechanics (fire tiles, combo streak bonuses, disco events, etc.) Built-in pause + directions for new players This project was built to deepen my understanding of mobile UI systems and TypeScript scripting. I remixed a base world to study structure, then rebuilt and expanded it with my own scripts, systems, and progression mechanics. Currently testing balance, UI margins, and merge difficulty scaling before full release. Feedback is welcome! https://horizon.meta.com/world/889073964004774/?hwsh=265wjPXOaT182Views1like4Comments🎥 Invisible Tutorials: Onboard Your Players Instantly
Players decide whether to keep playing in the first seconds, so your onboarding can’t afford to be slow. In this session MikeyAce explores how to design onboarding experiences that hook players instantly, teach mechanics naturally through play, and sustain engagement from moment one. You’ll learn practical techniques for pacing, level design, visual cues, and player guidance. Plus playtesting tips to quickly spot confusion, reduce drop-off, and make your opening feel effortless and fun.
21Views0likes0CommentsWeek 49 as a full-time Horizon Worlds Creator
Hey fellow creators, thought this might be interesting to read... Honestly I was overwhelmed by the multi script feature set required to make a system like this work, but this week I finally pulled the trigger. This week I implemented collectible pet companions. What I actually Implemented: Pet duck system where the ducks can be equipped and sit on your shoulder Perk system where ducks have unique player ability enhancements Pet Duck Store UI and Duck Locker UI so you can choose what pet you want to take into the next round. Currency system, where progress in the game rewards you with exponentially greater cash out to spend on more powerful pet ducks. What I learnt: At this later stage in development, adding major features that touch other systems means a wider code base architecture review is needed each time. I found that decisions I made prior, before considering this latest feature, may need to be changed to allow the new feature. The importance of PRD docs as part of the AI assisted coding workflow. Introducing a system of task management in my cursor project allowed much easier onboarding of fresh agents as I continue to wrestle with context window management. Next weeks goals (Well, by this Fri): Some Polish / delayed scope of the pet duck system Daily Login Rewards Game Link: https://horizon.meta.com/world/10241323577005469 Anyone still reading, have you built any similar 'collectible pet' systems yourself?38Views2likes0CommentsSeasonal Updates
https://horizon.meta.com/world/10241323577005469 I spent this whole week implementing a seasonal quest system for the 1st time. I will love you forever if you jump in to test it 💘 If you're curious how I implemented anything just ask. I'm down to screen-share the scripting under the hood. And if you manage to break it let me know lol96Views0likes2CommentsNoesis UI interrupting my gesture input
I'm using Focused Interaction Mode whole time in game. player.enterFocusedInteractionMode({disableFocusExitButton: true}); It worked well until I add add Noesis Gizmo into my world. Noesis UI interaction is working well. But after hide all of Noesis UI, my gesture point(that white circle one) is not following my finger and it keeps trying to be fixed in specific position(usually, last touched position) Even if I don't touch the screen, gesture point is showing like it is touched very quickly. gesture point is flickering even though not touch the screen I'm hiding Noesis UI like below, is this wrong way? show(): void { this.entity.visible.set(true); } hide(): void { this.entity.visible.set(false); } If I remove all of Noesis Gizmos in the world, gesture is working well.113Views1like3CommentsWhy is the start() method not triggered ?
Hello, My PlayerManager is attaching a HUD to the player's head when he joins the world : private handleOnPlayerEnterWorld(player: hz.Player): void { // Handle double join messages if (!this.gamePlayers.get(player)) { const pData = this.gamePlayers.addNewPlayer(new PlayerData(player, this.props.initialHealthForPlayer, this.props.coolDownInMs)); console.log(`PlayerManager: New player joined world: ${player.name} with id ${player.id}`); // Spawn du HUD personnel if (this.props.hudPrefab) { console.log("PlayerManager: Spawning HUD for player " + player.name); this.world.spawnAsset(this.props.hudPrefab, hz.Vec3.zero, hz.Quaternion.zero).then(entities => { const hud = entities[0]; // The HUD is an AttachableEntity, so we can attach it to the player's head hud.as(hz.AttachableEntity).attachToPlayer(player, hz.AttachablePlayerAnchor.Head); }); } } else { console.warn("PlayerManager: Player already joined world"); } } Here is the start() method from the HUD script start() { console.log("BigBox_UI_ToastHud: Starting Toast HUD"); // Check if this is running on the Server or Client const localPlayer = this.world.getLocalPlayer(); // Only attach listeners if this is running on the local player if (localPlayer) { this.connectNetworkBroadcastEvent(BigBox_ToastEvents.textToast, this.onLocalTextToast.bind(this)); } } When a player joins the world, the HUD is correctely created in the world but the start() method isn't triggered (I presume since the message isn't displayed in the console and it doesn't work at all). I precise that the HUD Script is setted in local mode. Have you any idea why ? Thank a lot for your help !Solved102Views0likes7Comments🎥 Get Started With Noesis Studio for Worlds
Noesis Studio is the powerful new standard for creating professional, data-driven user interfaces in Worlds. In this mentor workshop, Shards632 and MKE_TheGuru show you how the workflow fits together, from installation and first layouts to bindings that keep UI and game data in sync. Follow a hands-on build, then learn how to bring the finished UI into Worlds and wire it to TypeScript with a code generation utility. If you want a reliable starting point for a UI that looks polished and stays connected to your game state, this session gets you there. Utilize Shards' noesis2hzw utility to convert structures and data sets defined in Noesis Studio to Worlds compatible typescript files. Full presentation slides
57Views1like0Comments🎥 How to Design Jaw-dropping UI Art in Worlds
When players don’t have to worry about clunky or distracting user interfaces, they’re free to kick back and relax in your world. In this MHCP mentor workshop presented by SpaceGlitterUnicorn, you’ll see how thoughtfully designed menus and HUDs can make complex systems feel clear and inviting so players can stay focused on the experience. Plus, you’ll learn how to use industry-standard tools like Blender and Procreate to make hand-crafted UI elements that feel cohesive in your world. 💡By viewing this session, you’ll learn: How UI design influences player trust and first impressions How to design clickable buttons, panels, shops, and HUD elements Blender workflows for modeling 3D buttons and transparent assets Photoshop, Illustrator, and Procreate techniques for hand-drawn and hybrid UI
43Views3likes0Comments