Adventure Engine submission
My contest submission: https://devpost.com/software/adventure-engine Thanks to the huge number of people who helped me out with NoesisGUI! Once the NoesisGUI implementation becomes more stable I look forward to reworking the Adventure Engine UI in a simpler way but I'm very happy that it basically works the way I had imagined despite all the work arounds.41Views2likes4Commentsđ„ The Making of Super Strike | 4 Lessons Every Game Developer Should Know
What does it take to turn a killer game idea into an experience players obsess over? Just ask OURO Interactive, the acclaimed creators behind Super Rumble and Super Strike. In this Meta Presents session, the team breaks down the four unwritten rules every creator and developer should follow to build fun, sticky games that keep players coming back. From dialing in your core loop to giving players âunfinished businessâ that lets them show off their progress, youâll get practical lessons pulled straight from real Horizon hits. Learn how Ouro refined the game's core gameplay loop first, before focusing on the rest of the experience's details. The Ouro team also answers creator questions on how they achieved the world's visual fidelity using the Worlds desktop editor, ways to use daily rewards and quests to keep players coming back, community engagement strategies, prototype and playtesting best practices, and more.âŠ
6Views0likes0CommentsBearKingLeo wishing you the BEST Holiday Season!
Hello! I have a few worlds you may know me from, (The Christmas Maze Runner 2025 "mobile compatible") and (Gold Quest: Hurricane Beach Summer 2025 "VR only") or (The Pink Pony Club "Primitive")being the most recent and have enjoyed being a part of the community and learning together in Meta Horizon Worlds for a year now. We all have been pushing through the challenges we have experienced as this platform evolves and becomes better. It's a journey, not a destination so Cheers to all of you who are reading this and continue to keep building. I still consider myself a newbie, but if anyone would like to come find me and chat sometime about creating, it's always welcomed! Have the most wonderful time doing what you love, and as always, see you soon in Horizon Worlds!7Views0likes0CommentsWorld Broadcast
trying to understand the testing section of this document: https://developers.meta.com/horizon-worlds/learn/documentation/typescript/api-references-and-examples/world-broadcast/overview i'ver added the simple asset but have no idea if it works. it says: "Testing You can test your changes in two ways: In-editor - This is the easiest workflow for checking changes as you work. Set up a trigger (e.g., a trigger zone) that activates your camera scripting when a player enters it. This allows you to see your cameras in the editor. Remember to disable this trigger before publishing! The frameworks weâve provided has Debug Mode toggles to help with this. With real instances - When youâre ready to start integration, Meta can set up a Draft stream visible only to the worldâs creators. Draft channels show only instances that the creator(s) are in. An instance can take up to 5 minutes to be prepared and selected for streamingâweâre working to reduce this delay. The Stream Controller can only see published instances, so you must publish your changes before testing. Weâre working to improve this flow." how does the trigger activates the scripts? 2. and let's say i published it. it says "Meta can set up a draft stream" but then... it doesn't say what do i need to do to ask meta to set it up... 3. do i need to get any confirmation from Meta after posting my world ID on the dev forums? 4. are there any more resources on how broadcast work and how to set it upSolved40Views0likes4CommentsHow to replace the default Meta Avatar with Custom in-game avatars.
I need to replace default Meta avatars with custom in-game avatars. Unfortunately I have not been able to find any documentation about doing this. I saw in another post that this is not possible. But the world 'Marble Grow & Fight' the default avatar is changed to a marble. Any assistance from the community is appreciated.22Views0likes2CommentsNew Free-Roam Space World!
Hey everyone! Iâm the creator of Ag World â a big free-roam map spread across Martian-style landscapes, neon towers, and plenty of hidden corners to explore. Itâs inspired by my background as a music producer (@agbeats), so the world has a lot of my sound and style woven into it. Itâs still in beta and constantly growing, and I just dropped a full Christmas update with a whole Christmas wonderland added to the map. Jetpacks, open exploration, and new features are rolling in all the time. Looking forward to connecting with other creators and checking out what youâre building too.48Views1like2Comments- 50Views0likes2Comments
Resolution/Scale issue on Mobile Load
I consistently see this issue where the first time I load into a mobile game from the horizon app the game initially loads in at the wrong resulution. Scaled up and noticably blurry. If I exit and re-enter quickly I will load back in where I left off and the resolution will be correct. It will not correct itself unless I leave and come back. I see this on Samsung Note 10+ or a Galaxy S25 Ultra. Has anyone else noticed this? Are there any ways to work around it so that it will refresh to the right scale without users having to leave and come back? I captured footage of a live game below as an example that I think is easier to understand than my own app. What you'll notice below is that the image on the left from before reload appears scaled up and lower resolution than it does when I leave and come back. I see it it in most games I try including my own projects. You can see screen capture of before and after exiting and reopening the game below.
89Views3likes3CommentsHow to lock camera orientation in a side-scroller setup (mouse + mobile drag input)
Hi, Iâm building a world with a side-scrolling camera perspective, but Iâm running into an issue with player input reorienting the camera. When testing on desktop, any mouse movement or drag rotates the camera away from the fixed side view. On mobile, dragging a finger across the screen similarly changes the cameraâs yaw/orientation, instead of maintaining the intended locked profile. Iâve already tried: Using a Local camera attach script (setCameraModeAttach with a lateral offset and fixed rotation) Reapplying the attach on an interval to fight drift Adjusting input settings like Pan, Follow, and Third Person, but the camera still responds to user input Whatâs the best way to disable or remap mouse/touch rotation so the playerâs perspective remains strictly locked in side view? Would this require modifying PlayerControls input mapping, or is there a supported method for locking orientation or redirecting input (e.g. binding mouse drag to jump) within mobile-compatible experiences? Any official documentation or working workflow examples would be appreciated! Thank you! đSolved69Views0likes2Comments