Worlds Showcase: May 2026
Join host MKE_TheGuru for an exclusive behind-the-scenes look at five incredible community-built worlds. From a roulette-style bomb game, to a fully custom pool physics engine, a remixable coral reef ecosystem, primitive-shape fan art, and a ninja obby built in just two weeks—these creators share their workflows, challenges, and hard-won lessons. Whether you're a seasoned builder or just getting started, this showcase is packed with inspiration and practical insights.
8Views0likes0CommentsMeta Quest AI Stack: What It Actually Means for Unity Developers
Hey everyone, Degly here! I’ve been working with the Meta Quest AI stack for a while now, and I wanted to share a straightforward overview of the real value for Unity developers. There’s a lot of excitement around AI tools in Quest development, but it can be hard to understand how they fit into your workflow. Meta Quest AI Stack: What It Actually Means for Unity Developers AI tooling is showing up everywhere in Quest and Unity development, but a lot of it gets explained in a way that sounds exciting without being very useful. This video is a plain-language overview of the current Meta Quest AI development stack. The goal is not to show a deep coding walkthrough or claim that AI will build your whole app. The goal is simpler: How can these tools reduce friction, speed up iteration, and help Quest developers move through setup, debugging, content changes, and handoff more efficiently? Video / resource link: WHO THIS IS FOR Unity developers building for Meta Quest. XR developers who keep hearing about AI tooling but do not know where to start. Developers who want faster iteration, not AI hype. Anyone who wants a practical mental model before trying MQDH MCP, Unity MCP, AI Building Blocks, or the Immersive Debugger. PRACTICAL TAKEAWAYS A simple explanation of the Quest + Unity AI stack: What MCP means in practical developer terms What MQDH MCP does What the Meta XR Unity MCP Extension is for What AI Building Blocks are Why Agents and Providers matter Where Unity Inference Engine fits Why the Immersive Debugger matters for headset-first debugging The main takeaway: this stack is not one magic tool. It is a practical workflow for reducing friction across the development loop. THE STACK AT A GLANCE The video focuses on four core pieces: MQDH MCP Unity MCP Extension AI Building Blocks Immersive Debugger High-level workflow: MQDH MCP helps you gather Quest development context. Unity MCP Extension helps automate repeated Unity editor tasks. AI Building Blocks help you add practical AI features. Immersive Debugger helps you inspect and validate behavior inside the headset. RELATED LINKS Meta Quest Developer Hub overview: Enable AI tools with MCP for Meta Horizon OS developers: Model Context Protocol introduction: Meta XR Unity MCP Extension docs: Meta XR Unity MCP Extension GitHub repo: AI Building Blocks overview: Agents and Building Blocks: Providers and Inference Types: Unity Inference Engine: Immersive Debugger overview: MR Utility Kit debug and testing: Dilmer Valecillos walkthrough: Meta Quest agentic tools GitHub repo: WHAT TO INCLUDE WHEN ASKING FOR HELP If you try one of these workflows and need help, include: Which part of the stack you are testing Unity version Meta XR SDK version Quest device model Whether the headset is connected and in developer mode Screenshot of the issue Relevant logs or error messages Whether the issue happens in Editor, on device, or both FAQ Should I use all of these tools at once? No. Start with the part that solves the problem you currently have. Is this a replacement for learning Quest development? No. It is a way to reduce friction around the workflow. Is MQDH MCP the same thing as Unity MCP Extension? No. MQDH MCP is more about external Quest context such as docs, logs, screenshots, and device workflows. Unity MCP Extension is more about repeated Unity editor tasks. Are AI Building Blocks only for cloud AI? No. The Agent and Provider model is useful because Providers can represent different inference paths, including cloud, local, or on-device options depending on the feature. Is Immersive Debugger an AI tool? No. It is a runtime debugging tool used inside the headset. It is included here because it helps complete the development loop. BOTTOM LINE This stack is not about AI for the sake of saying AI. It is about tools that help Quest and Unity developers: Move faster Test easier Debug more clearly Keep projects cleaner Reduce repeated setup work Validate behavior inside the headset The practical story is simple: use AI tooling where it reduces friction, and use headset-first debugging where the real XR behavior actually happens. Degly
47Views1like0CommentsReverse Engineering Game Art: A Breakdown of 3 Top Games
Games look like magic, but they're really just smart choices. In this workshop SpaceGlitterUnicorn explores how to reverse engineer the art behind three beloved games to uncover the shortcuts, illusions, and clever cheats that make them beautiful. Whether you're a beginner or seasoned creator, you'll never look at a game the same way again.
17Views0likes0CommentsWorlds Playtesting - Flavor Bound and Ocean View Bingo
In this MHCP workshop session, Gausroth playtests Flavor Bound—a cozy match-3 puzzle game built for mobile—and Ocean View Bingo—a VR Bingo world adapting for mobile players. You'll learn what makes mobile games feel good, why VR throwing mechanics fail on phones, and how to optimize your world for cross-platform success. Whether you're building your first world or polishing a published project, this feedback session is packed with actionable insights.
15Views0likes0CommentsMobile Game Design: Building Engaging 5-Minute Loops
In this workshop mentor MikeyAce breaks down the psychology of short-session mobile gaming and reveals the exact framework top developers use to create strong short core loops. Discover how award-winning games like Mall Mayhem and Star Chasers keep players coming back using rapid rewards, smart hooks, and graceful exits. Whether you're building your first mobile game or refining an existing one, these techniques will transform how you think about player engagement.
11Views1like0Comments🎥 From VR Primitives to Unity Games | Export Your Worlds
Your primitive builds are more valuable than you think! 💡 In this workshop, SpaceGlitterUnicorn and MKE the Guru walk you through how to export your Horizon worlds and breathe new life into them. Learn how to preserve your vertex colors in Blender, render stunning portfolio shots, and even jumpstart a standalone game in Unity, all from work you've already done. Whether you're gray boxing your next big idea or 3D printing your creations, this session shows you just how far your creativity can go. 🎮✨
26Views0likes0Comments🎥 How AI Agents Work: Context Windows, Subagents & Tips
In this deep dive, Shards632 breaks down the architecture behind modern AI agents (like Claude, ChatGPT, and Gemini)—from token embeddings to attention heads to perceptrons. More importantly, you'll learn why your AI loses track after long conversations and the exact strategies Shards632 uses to fix it: context window management, subagents, skills, hooks, and MCP servers. Whether you're coding, building in Horizon Worlds, or just trying to get better outputs, this is the knowledge you need.
21Views0likes0CommentsDesign a Pet Sim UI: From Miro to Noesis
How do you go from a blank screen to a fully planned game UI? In this MHCP Feature Detectives session, MKE the Guru, Ashes2Ashes2, and SeeingBlue tackle UI design planning and Noesis Studio — building a Tamagotchi-style pet sim UI from the ground up! Watch as the team sketches layouts in Miro, debates portrait vs. landscape, designs adorable paw-shaped buttons, and then brings it all into Noesis Studio with grids, templates, and mock data. Whether you're brand new to UI or just want a better planning workflow, this session shows you how to think like a designer before you start building!
90Views0likes0CommentsIntro to Meta Quest Runtime Optimizer | Horizon Start Mentor Workshop
In this video, Start Mentor Sidney provides a comprehensive introduction to the Meta Quest Runtime Optimizer, a diagnostic tool designed to help developers identify and address performance bottlenecks in VR, AR, and MR applications. The talk covers everything from initial setup and system requirements to advanced analysis modes like “What If” testing, offering practical advice on how to integrate these tools into regular development workflows. This session was recorded in March 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 0:00 - Introduction 1:18 - Installation and System Requirements 2:00 - Core Features: Bottleneck Analysis 2:52 - Advanced Testing: What If Analysis 4:29 - Optimization Principles and Diagnostic Work 5:33 - Workflow Integration: Level Development 6:43 - Workflow Integration: Feature Development 7:49 - Workflow Integration: Main Project Integration 🎮 FEATURED IN THIS SESSION ➡️ Meta Quest Runtime Optimizer 📚 RESOURCES ➡️ Meta Horizon Developer Forum: https://communityforums.atmeta.com/category/horizon-developer-forum ➡️ Developers Blog: https://developers.meta.com/resources/blog/ ➡️ Meta Quest Developer Hub: https://developers.meta.com/horizon/documentation/unity/ts-mqdh/ 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon: https://developers.meta.com/horizon/newsletter 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today: https://developers.meta.com/horizon/discover/programs/start
46Views0likes0CommentsDesign with a Retention-First Mindset | Growth Series, Part 4
In this final session of the growth series, Meta Horizon Start Mentor Tevfik discusses how to transition from simply gaining views and installs to building a lasting player base through a retention-first design mindset. The presentation highlights the unique nature of VR as a social space where players return not just for gameplay, but for belonging and self-expression. This session was recorded in March 2026 as part of the Meta Horizon Start program. 🎬 CHAPTERS 00:00 - Introduction to growth series part 4: Retention-first design 00:43 - Defining the problem: Why growth without retention is just “churn.” 02:44 - VR as a “place”: Understanding why players return to socialize and show off 03:28 - The Retention Triangle: Direction, Identity, and Return 03:48 - Part 1: Direction—Implementing social daily challenges 04:30 - Part 2: Identity—The power of avatars, cosmetics, and visibility 05:41 - Case study: The success of the indie social VR game Blob Town 06:26 - Part 3: Return—Creating habits through weekly resets and update rewards 07:13 - The importance of “Social Moments” and the 3-second reaction rule 08:36 - Practical systems: Using "Drop Codes" to drive returns and community growth 10:55 - The Full Loop: Social moments as the engine for the player journey 12:34 - Action Items: Homework for implementing retention systems in 7 days 📚 RESOURCES ➡️ Meta Horizon Developer Forum: https://communityforums.atmeta.com/category/horizon-developer-forum ➡️ Developers Blog: https://developers.meta.com/resources/blog/ ➡️ Meta Quest Developer Hub: https://developers.meta.com/horizon/documentation/unity/ts-mqdh/ 🔗 CONNECT WITH US Sign up to get the latest news from Meta Horizon: https://developers.meta.com/horizon/newsletter 💡 LEARN ABOUT THE META HORIZON START PROGRAM The Meta Horizon Start program provides intermediate and advanced developers with hands-on support and expert guidance to accelerate app development. Join a thriving community to access the tools and go-to-market resources you need to successfully deploy and grow your app on Meta Horizon OS. Apply to Start today: https://developers.meta.com/horizon/discover/programs/start
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