Bug Report – World Streaming Failing in Live (Power Wash)
We’re encountering a critical World Streaming issue in our Horizon World Power Wash (Creator: Ash.xo | Scripting: Laex05 | Art: FlexedTie | Testing: OspreysPJs). Issue: In the live environment, the car and box are supposed to appear together at each wash station. Sometimes, only the box appears. Without the car underneath, the box won’t dissolve, which breaks the mechanic. This does not happen in dev or test, only in live. Expected Flow: Box and car appear together, Player soaks the box, Box dissolves (if a car is present), The player cleans the car and receives a reward. Current Problem: The car fails to load, so the box stays in place. Players can’t continue, Triggers appear to fire correctly, but something is preventing the car from loading in live, Background: We originally avoided Asset Spawning due to reliability issues and used off-map movement instead. That approach is now causing serious capacity and performance problems, so we’ve moved to World Streaming. The system works perfectly in dev and test. The problem appears only in live and happens intermittently. What We’ve Checked: Behaviour is consistent and reliable in dev and test. No changes between test and live versions, No null references or circular dependencies found, Impact: This breaks a core gameplay loop and leaves players stuck. Request: We require assistance in identifying the cause and resolving the issue. If this is a known World Streaming issue in live environments, please advise on a reliable fix or supported workaround. We’re actively transitioning away from the legacy setup, and we need World Streaming to be dependable in a live environment. We’d appreciate a prompt response. Let us know if you need anything else from our end.🎥How to Use LODs: A Guide to Landscape Optimization
Unlock the professional technique for crafting expansive, optimized terrains that run smoothly on any device Join MHCP mentor SpaceGlitterUnicorn in this in-depth Build-Along session to dive into a complete, end-to-end production workflow. Discover how to strategically split large landscapes into manageable sections, use powerful modifiers like Remesh and Decimate in Blender to create multiple layers of detail, and master aligning pivot points for a seamless import back into Horizon Worlds.9Views0likes0Comments🎥A Deep Dive into Perfetto for Performance Tuning
Go beyond basic metrics and learn to diagnose performance issues like a professional. In this Performance Pro session, MHCP mentor PigeonNo12 provides an in-depth workshop on using Perfetto for advanced performance tracing. Discover the complete workflow for capturing and analyzing client and server-side traces, learn how to interpret complex data to pinpoint the hidden causes of lag, and see how to turn Perfetto's output into actionable optimizations for your world.6Views0likes0Comments🎥 Performance Pro: Optimization Lab - Slim Down Assets, Speed Up Fun
Analyze your world's textures and assets to find opportunities for improving frame rates and preventing crashes. You'll learn to use Worlds' built-in tools to identify computationally expensive assets and optimize them effectively. Through hands-on exercises, you'll discover practical limits for texture resolutions and model density. We'll also implement tracing workflows that systematically identify and address performance issues in your world.111Views0likes0Comments🎥 On-Demand Video - Workshop: Trace it! World Performance Optimization
Is your world lagging, acting unstable, or just not as smooth of an experience as you want? Learn to use built-in tracing and performance metrics tools to diagnose your world, measure the impact of assets, and make changes to increase stability and frame rate. Find the most costly elements of your world to minimize or eliminate your crash rates. See Performance metrics available in MR and Mobile Conduct a world content trace to determine an assets’ memory cost Demystify the powerful Perfetto trace tool Learn how to exclude world bugs from platform bugs when filing issues145Views1like0CommentsQuestions 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!139Views0likes1CommentWarning signs triangles
Hello everyone, I'm having this warning signs all over the place (building mode or regular worlds hopping on the headset, it seems like it all stated after the update on 06/25/2025, I have tried to uninstall the D.E, the stand alone editor but I not getting rid of the problem, any suggestions on what else I can do? I haven't been able to build or get around visiting worlds and meeting all my friends. Thanks LitlMan69.164Views0likes4CommentsBIG problems with horizon worlds
Hi, I have massive issues with Horizon worlds, as do a lot of other creators. More and more, people are just getting thrown out of worlds ("coining out") for zero reason and it's incredibly frustrating. Is there a way that meta can beef things up a bit to prevent this? It doesn't happen on PC or Mobile, just on headsets, and it's a world killer. Also, my world has been sitting at 115 hours interaction for about a week now, despite having had hundreds of people in since that total appeared (I should be an order of magnitude above this now, as this was only really for the first day of opening my nightclub). Finally, sound gizmos. Please try and tighten the code up so that putting in several of these doesn't cause a lot of people to crash out. The system is very unoptimized and a lot of us like to use a lot of sound. Please, if anyone knows anything about any of these issues, or can suggest fixes, let me know. Deleting the cache seems to work for some users, but not all. This is killing a lot of the more content heavy worlds (also, my world was checked over by a very well known world creator who said it's extremely well optimised and is running perfectly, so SHOULD NOT BE KICKING PEOPLE ALL THE TIME). The whole thing is super disappointing for those of us who'd like to support the platform. Thanks in advance for any help/suggestions.350Views0likes4CommentsMultiplayer Testing and Invites in Desktop Editor
Hi, I would like to look into testing multiplayer on my experience, however the collaboration invite doesn't seem to work. I have invited a secondary account, and a friends account. I have the latest stand alone desktop editor installed. Any tips or best practices for when I get over this hurdle also appreciated ❤️ Thanks SeanSolved