Maintaining worlds
I have an ambitious space-themed treasure hunt game, Galactic Treasure Hunt, that was somewhat popular in June and July (around 10 players per day). I had ideas for how to improve it but then within the space of a week in August, visitors dropped to about 2 a week in mid-August and this has not recovered since. The most probable theory I have is that some algorithm changed somewhere in Horizon Worlds and the game is no longer being promoted. As can be imagined, this was hugely discouraging for me and I abandoned my plans to further develop the world. What do people think? Is there some other explanation for the drastic decline? It is not a perfect game, of course, which is why I had plans to improve it. But I think that it should be doing better than it is. And in July it was. Link: https://horizon.meta.com/world/652276037540703106Views0likes9CommentsTesting updates after releasing the world?
On Steam, there is beta branch where live testing can happen without affecting releases. Is there something similar in Meta Horizon Worlds? I would like to release my world with core gameplay and base set of assets. This way I can see users' engagement with the world, while working on expanding it in the direction somewhat influenced by the engagement. And of course I'd like to be able to test updates live, before releasing it to the general public.Solved86Views0likes10CommentsBONUS TIME DASHBOARD BUGS AND QUESTIONS
Hi! I've multiple topics I wanna share in this thread. 1. The Bonus Time for July 2025 is showing but in the wrong month, its currently displayed for August 2025. The August Bonus Time for Headset & Mobile does not show up. 2. I'm very confused if it comes to the Bonus Time period. According to the documentation it's 1. until 28 of each month. But now in my Bonus Time panel says Bonus Period for July ended on 1. August Does this mean we still get paid for the last days of each month? Or what happens with the missing days between 28 and the last day of each month? According to this Screenshot we get paid from 1. to last day of each month. If it only counts from 1 to 28, what is happening with the last missing days of each month? Will they be added to the next month? Or are they just gone without any reward? Would be super nice if we all getting more transparency according to these topics. Thats it for now :) Thanks!78Views1like0CommentsStats delayed again
Frustrating to see that my stats (Insight and Milestone) have not been updated in about a week. I can see from the leaderboards in my Galactic Treasure Hunt game that I had a lot of visitors recently so would love to see the stats. My understanding is that the stats are supposed to be updated daily with a 2 day delay?Solved69Views0likes2CommentsKey to successful games?
I've been looking at a number of Horizon Worlds worlds/experiences/games and have been using "likes" as a proxy for success to get an idea for what successful games look like. And I am finding it hard to draw conclusions. One thing I notice is that many games that have a lot of likes have been around for a while or are connected to creators that have been around for a while. Even new games that won prizes in the last mobile contest often don't have a lot of likes. I am also still puzzled as to what algorithm Meta uses to promote worlds, other than games that have a lot of likes/players, get more promotion, leading to more likes/players. As a result there are a few games that get a lot of promotion and have a huge number of likes and many games that seem to get little promotion and so of course have few likes. For my own games, I notice that once a month or so for a day or two the impression count goes up and then drops down again to a very small number. Is this a sign that Meta randomly chooses a few low-like or low-player games to promote and gives them a brief chance? I attended the workshop on Monday on social media promotion. The presenters were excellent but I found that there were gaps in the methodology presented. For example, TikTok and Instagram do not seem to allow you to attach clickable links to your videos (TikTok makes exceptions for larger accounts, which I don't have of course). One theory I have is that many successful Horizon Worlds creators have mastered the secret sauce for world promotion, but I don't know. Any thoughts on what makes a successful game? I don't mean this post to be a whine against Meta. It is more questions about what is to me a mysterious and rather opaque system.122Views2likes6CommentsDelayed stats
My insight stats are now delayed by almost a week and a half. It is difficult to make changes to improve the time people spend in the game if I have no stats to see how game performance changes. I have not seen any recent complaints about stats from other developers so I wonder if this is something specific to my account?164Views0likes4CommentsQuestions on Vertex Limits, Streaming, and World Size in Horizon Worlds
Hi, I’ve been reviewing the World Streaming documentation and had a few questions as we plan a larger-scale experience: Do level/subworld streaming systems raise the overall ceiling for vertices or triangles? Or are we still limited by the same global budget, even if the content is split into multiple sublevels? Can sublevels be dynamically loaded/unloaded based on each player's location or visibility? For example, if we track what each user can see or access, can we load only the levels relevant to them, instead of loading all sublevels globally for every player? Is there a maximum physical size for the world or any spatial boundaries we should be aware of? We're planning to divide our experience into distinct sections (e.g. themed areas) and teleport users between them. Each section would be its own sublevel. Would that approach work within Horizon’s spatial or performance constraints? Any guidance or best practices would be really helpful. Thanks!194Views0likes1CommentWorld capacity
I had a relatively simple sublevel that surprisingly was at 107% of the vertex limit according to the World Capacity option in the desktop editor. So I made a copy of the sublevel and deleted everything in the hierarchy. I was still at 68% of the vertex limit. I then started reducing the player limit. When I got to 8 players, I was then at 20% of the vertex limit. I suppose that it might make sense that the vertex limit would depend on the player limit but surely empty worlds should have low or zero vertices? I wonder if there is a bug in the world capacity vertex calculation in the desktop editor? [EDIT] I just tried the same thing with a new world - no content. Same thing. If I set the player limit to 8, the world capacity indicator said that I was already at 20% of the vertex limit. If I set the player limit to 32, I was already at 68% of the vertex limit. Seems like a bug? If it is a bug I can report it.229Views0likes3Comments
