🎥On-Demand Videos: Mobile Game Design from Andy Sargent - Meta Game Developer
In this series of videos by Andy Sargent, Game Developer and Community Manager in Unit 2 Games at Meta, explore how mechanics, loops, and progression combine to create fulfilling and social worlds that players will love. Session 1 - Mobile Mechanics Explore how mechanics are a fundamental building block for virtual worlds. Mechanics empower players to interact with the world, and each other. You can think of these as player actions second-to-second. Session 2 - Core Loops Investigate core loops, which build on top of our understanding of mechanics. They are a combination of mechanics that support a repeated sequence of player actions in the world. You can think of these as player actions minute-to-minute. Session 3 - Retention Look at ways to encourage players to come back to our worlds using retention mechanics. You can think of these as player actions day-to-day.202Views5likes1Comment🎮 New World Planning Form On-Demand Workshop with 5andw1ch and wafflecopters
Kick off your next project with a fresh approach to world design! This on-demand workshop introduces the new World Planning Form, a powerful tool to help you tackle early-stage design challenges and set up your creations for success. In this video, 5andw1ch and wafflecopters guide you through structured pre-production techniques to strengthen your development process: 🏁 Set clear and actionable goals 📓 Improve your design from the start 📊 Manage problems and risk Open to All Skill Levels This workshop is designed for creators of all skill levels—whether you’re building your first world or refining a top-performing one, there’s something here for everyone. Watch the video now below, and download the World Planning Form attached to this post to start planning your next world with confidence!277Views3likes0CommentsMobile Players Control and Focused Interaction Workshop
Hi... For people who attended the workshop, this is the thread in which you should request access to the world (with your horizon username) after you have done your survey. Survey: https://meta-horizon-creators.com/3RaAWrb Also: some links Custom Input API Overview https://developers.meta.com/horizon-worlds/learn/documentation/create-for-web-and-mobile/typescript-apis-for-mobile/custom-input-api Button Icon Reference https://developers.meta.com/horizon-worlds/learn/documentation/create-for-web-and-mobile/grabbable-entities/action-buttons/ Focused Interaction API Overview https://developers.meta.com/horizon-worlds/learn/documentation/create-for-web-and-mobile/typescript-apis-for-mobile/focused-interaction626Views6likes5CommentsHelp! My world is laggy and jittery! Using Real-Time Performance Metrics to understand your world.
So, you've built a great world, and gotten all the meshes and interactions implemented to make it engaging for your players, but when you go in to play test it, the framerate is awful, and actions sometimes stutter when you try to initiate some scripted interaction. You've probably overextended the runtime in some way and are going to have to 'performance optimize' your world. The first step is going to be to get some _concrete_ measurements as to what is wrong, and the best way to do that is to use the in-world performance panel tools. In VR, you can bring this up by first enabling the Utilities menu in Settings, and then selecting "Real-time Metrics' from your wrist menu. On Web (but not desktop or mobile), you can bring up the same metrics under the viewport by pressing P. Once you have the panel up, there are a variety of metrics to configure. The most important is FPS, which you want to maintain above 70 at all times (60 for web). But to do so, you will need to look at a variety of other stats to see what things are straying 'out of bounds' and need to be addressed. What to optimize: Draw calls You have too many discrete meshes and textures in view at one time. Reduce/combine them. GPU Too much work is being done by the GPU to draw the scene due to too complex modules, particles, or high rez textures. Physics Too many collisions to process, including from both active physics objects, anything collidable, and triggers. Scripting The code being executed in typescript is taking too long, perhaps due to inefficient algorithms or too many bridge calls. Custom ui bindings If there are too many binding updates per second, or the bindings are too complex, it can cause UI updates to freeze There are a number of other metrics to look at, which are described in detail in the below docs. Overview of Real Time metrics https://developers.meta.com/horizon-worlds/learn/documentation/performance-best-practices-and-tooling/performance-tools/enabling-and-modifying-the-realtime-metrics-panel Real Time Metrics on web/mobile https://developers.meta.com/horizon-worlds/learn/documentation/performance-best-practices-and-tooling/performance-tools/using-performance-tools-from-web-and-mobile Happy performance tuning!240Views5likes0Comments