New (old) Request. We need to be able to add door pictures from the desktop editor.
The size and orientation of Doors, World Pages, Mobile world search and portals are all different. We need to be able to set up and add all of those World page media from the Desktop editor. Especially with the halt in support of the VR editor363Views24likes3CommentsI Underestimated the Scope of My First Build
Hello, everyone! I hope you’re all doing well. My name is Matthew, also known as Pointy. Happy Sunday! 🙂 I recently published my first world and wanted to share it with you all via this forum. When I started building my first world, I focused entirely on the construction phase and eventually completed it. However, I hadn’t considered how much time the game mechanics would take. So, I decided to learn scripting and even hired someone to teach me. While I was picking up coding skills, I began losing motivation for that first world, not because I didn’t care about it, but because I was so eager to publish it after finishing the build. I hadn’t realized that scripting and game mechanics were an entirely separate challenge and art form. To keep my momentum going and avoid rushing my original project, I started working on a second world to give my brain a sense of completion. For this new project, I kept things simple and focused on creating a jumping platformer game. I used basic code block scripting, which aligned with what I was learning in my lessons at the time. This world was built in Primitive, before I fully grasped the potential of custom world-building (which I’ll save for my next project). If anyone’s interested in checking out my platformer, it’s called Highway of Beds. I had a blast designing a simple yet progressively challenging course. It might not be tough for everyone, but for me, it was a great learning experience, creating something manageable without overextending my current skills. (I’m still learning, and my next world will explore new game mechanics!) Highway of Beds came about because I underestimated the scope of my first world. Along the way, I fell in love with designing bed-themed courses, which laid a foundation for my future builds on what can be done with just basic materials. I explored other creators’ worlds and drew inspiration from features like checkpoints and saved progress. Things I hadn’t even considered before, probably because I’m so new to the “game world.” With that in mind, I added a “return to lobby” feature at the start of each course: “Hug pillow to return to lobby.” A couple of weeks ago, I held my first playtest for Highway of Beds and got a ton of feedback. Players found the courses extremely difficult and honestly, they were right. I’d spent hours testing my own levels, pushing them to the point where they were nearly impossible even for me. I grew up playing only Mario (and still do, until recently), so I’m used to replaying tough levels over and over. But I realized not everyone is as stubborn as I am! And that Mario is supposed to be for everyone. After hearing from adults, kids, and even moderators from other worlds, I reworked the courses to be more playable and less frustrating. I also added extra checkpoints to the tougher later level “accidents happen” to help players out. “Accidents happen” course has yellow splotches that represent pee on the mattress, don’t touch the pee you’ll teleport back a few beds. The only thing I didn’t change was the final level. I kept it without mid-checkpoints. I figured it might be fun to leave one really hard challenge. That level, “Level Pink,” was a blast to design only because I incorporated a few recorded animated objects, grouping them into my little “pillow monsters.” I wanted to share the ups and downs of creating my first published world. If anyone tries Highway of Beds and has firsthand experiences or thoughts to share, please feel free to add to this thread! Cheers! Matthew aka Pointy I’m attaching some pictures to this post. 🙂516Views16likes4CommentsThe Complete List of Sample Unity VR Projects
Hey guys, I wanted to put together a list of my favorite sample projects that you can grab and learn from. In my opinion, these projects are pure goldmines, they don’t just showcase design principles around specific features but also provide direct examples of how to use them, which is especially important right now for something like a hackathon. For an even larger collection of Meta samples, see the GitHub list of all Meta sample repos here: https://github.com/orgs/oculus-samples/repositories?type=all Let’s start with our first category, the interaction samples. Interaction Samples Meta XR All-In-One (Interaction SDK) Sample Links: https://github.com/oculus-samples/Unity-InteractionSDK-Samples https://assetstore.unity.com/packages/tools/integration/meta-xr-all-in-one-sdk-269657 Description: A comprehensive demo from Meta’s XR Interaction SDK featuring core VR interactions like poking, grabbing, raycasting, UI, and locomotion, all working together. Perfect to understand how to integrate both hands and controllers in one system. First Hand Link: https://github.com/oculus-samples/Unity-FirstHand Description: A full VR game demo focused on hand-tracked interactions. It showcases a complete Unity experience using the Interaction SDK with hand tracking as the main input and controller fallback. XR Interaction Toolkit Examples Link: https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples Description: Unity’s official XR Interaction Toolkit samples showing how to implement locomotion, selection, grabbing, and UI interactions. A solid starting point for setting up XR Origin and interactor/interactable components. Move Fast Link: https://github.com/oculus-samples/Unity-MoveFast Description: A fast-paced VR fitness demo using hand tracking and the Interaction SDK. The sample shows how to build an energetic workout game with responsive, punch-based interactions. Whisperer Link: https://github.com/oculus-samples/voicesdk-samples-whisperer Description: A voice-controlled VR experience demonstrating the Meta Voice SDK. Use voice commands as part of gameplay to learn how to integrate real-time voice recognition into your own projects. Tilt Brush (Open Brush) Link: https://github.com/icosa-foundation/open-brush Description: An open-source continuation of Google’s Tilt Brush. Lets users paint and sculpt in 3D space — an excellent reference for creative VR tools and spatial drawing. Multiplayer & Social Samples VR Multiplayer Sample (Unity XRI) Link: https://docs.unity3d.com/Packages/com.unity.template.vr-multiplayer@2.0/manual/index.html Description: Unity’s official multiplayer VR template featuring a prebuilt scene, avatars, and networking setup using Netcode for GameObjects. Great for learning multi-user interactions in VR. Mixed Reality Multiplayer (XR Multiplayer) Sample Link: https://docs.unity3d.com/Packages/com.unity.template.mr-multiplayer@1.0/manual/index.html Description: A tabletop MR multiplayer demo that includes avatars, voice chat, and shared AR/VR spaces. Features games like balloon slingshot and chess while teaching MR networking and colocation concepts. Tiny Golf Link: https://github.com/Meta-Horizon-Start-Program/Tiny-Golf Description: A free-to-play multiplayer mini-golf VR game created for the Meta Start program. Demonstrates basic physics, scoring, and networked multiplayer. Ultimate Glove Ball Link: https://github.com/oculus-samples/Unity-UltimateGloveBall Description: A VR e-sport showcase demonstrating multiplayer, avatars, voice, and in-app purchases. Integrates Photon networking and Oculus social APIs, making it a great reference for social competitive games. Spirit Sling Link: https://github.com/oculus-samples/Unity-SpiritSling Description: A social MR tabletop game letting players place a shared game board in real space and invite friends to join. Highlights Avatars SDK and MR colocated play. Decommissioned Link: https://github.com/oculus-samples/Unity-Decommissioned Description: A social-deduction VR game inspired by titles like Among Us. Shows how to handle multiplayer lobbies, Oculus invites, and social APIs in a networked Unity project. Mixed Reality (MR) Samples A World Beyond (Presence Platform Demo) Link: https://github.com/oculus-samples/Unity-TheWorldBeyond Description: A full MR showcase combining Scene Understanding, Passthrough, hand tracking, voice input, and spatial audio. A must-see for developers building immersive MR scenes blending real and virtual spaces. Phanto (MR Reference App) Links: https://github.com/oculus-samples/Unity-Phanto https://developers.meta.com/horizon/blog/phanto-unreal-showcase/ Description: An MR reference app focused on environmental awareness. Uses the Scene Mesh and MR APIs to blend gameplay with real-world geometry. Unity Discover (featuring Drone Rage and others) Links: https://www.meta.com/en-gb/experiences/discover/7041851792509764/ https://github.com/oculus-samples/Unity-Discover Description: A collection of MR showcase mini-experiences like Drone Rage. Demonstrates MR features including Passthrough, Spatial Anchors, and Shared Anchors in various game prototypes. MR Motifs Link: https://github.com/oculus-samples/Unity-MRMotifs Description: A library of MR “motifs”, small, reusable templates showcasing mechanics such as passthrough transitions, colocated multiplayer, and instant content placement. Cryptic Cabinet Link: https://github.com/oculus-samples/Unity-CrypticCabinet Description: A short MR escape-room experience that adapts to your room’s layout. Demonstrates interactive storytelling in mixed reality using environmental awareness. Passthrough Camera API Samples Link: https://github.com/oculus-samples/Unity-PassthroughCameraApiSamples Description: A sample project demonstrating how to access and process Quest’s Passthrough camera feed for effects, object detection, and image manipulation. Tool and Utilities Asset Streaming Link: https://github.com/oculus-samples/Unity-AssetStreaming Description: An open-world streaming sample that shows how to dynamically load content using Addressables and LOD systems — ideal for maintaining performance in large VR environments. Shader Prewarmer Link: https://github.com/oculus-samples/Unity-ShaderPrewarmer Description: A utility sample that preloads shader variants at startup to eliminate hitching or stutters when shaders first compile — an important optimization for smooth VR performance. Complete Game Showcase Northstar Link: https://github.com/oculus-samples/Unity-NorthStar Description: A complete VR game showcasing advanced interaction and visual technique for VR. Featuring rope physics, narrative story telling, lip sync and more.1.6KViews6likes2Comments📅 Join us for this week’s MHCP Programming 6/2/25 - 6/6/25
☁️ Build-Along: Sky’s The Limit - Create Stunning Custom Skydomes Tuesday June 3rd 11:00 AM PT Host: MKE_TheGuru Use the newly released custom skydome feature to alter your world's environment and bring users to new places. This hands-on session covers everything from skybox composition basics to advanced implementation techniques. You'll learn to create your own custom skydomes and enhance GenAI-generated ones with custom maps. Plus, we'll walk through proper creation workflows and formatting techniques to ensure your skydomes perform flawlessly. 🧰 Performance Pro: Optimization Lab - Slim Down Assets, Speed Up Fun 🗓️ Date & Time: Thursday June 5th 5:00 PM PT Host: PigeonNo12 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. Each session is open to creators of all skill levels. Join us on Zoom, bring your questions, and learn something new to apply to your development workflows. And - Next week: ️Learn Launch Content Production Strategies 🗓️ Date & Time: Mon 6/9 @11am PT Hosts: Scout House and Meta Horizon Go-to-Market Academy Meta Horizon Go-to-Market Academy is partnering with Scout House to guide you through launch content production strategies. After attending this webinar, you’ll be able to: Understand the essential promotional assets you need to successfully launch or update your world, and how to prioritize them Create impactful key art for your world using free tools and plan an effective trailer that showcases its unique features Repurpose your key assets into a variety of engaging content suitable for multiple platforms Use practical templates and workflows to streamline your content production for current and future world promotions Session agenda: - Webinar presentation 11-11:45am PT - Office Hours Q + A with Scout House 12-1pm PT Come ready with questions! This webinar is designed for MHCP creators who are ready to launch or have recently launched their world or a new update. It’s packed with practical guidance on creating compelling launch materials from your in-world captures and will also touch on how these assets can support your influencer outreach and campaign measurement.241Views5likes0CommentsHelp! 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!305Views5likes0CommentsVR Optimization in Unity - A Complete List of Tools and Resources
Hey guys, I wanted to put together a list of tools and resources for optimizing a VR game in Unity. As the process can be tricky (profiling, debugging, etc.) and there are a lot of different tools, I hope this helps show the different use cases and workflows. This list is a work in progress, so if you want to add your favorites or ask questions, please do it here. :) OVERVIEW OF OPTIMIZATION TOOLS In-Editor Stats Window Documentation: https://docs.unity3d.com/Manual/RenderingStatistics.html Shows real time rendering statistics (triangles, draw calls, batches) in the Game View to quickly spot bottlenecks. Profiler Documentation: https://docs.unity3d.com/Manual/Profiler.html Records CPU, GPU, memory, and other subsystem usage to identify hotspot frames or assets. Project Validation and Project Setup Tool Documentation: https://developers.meta.com/horizon/documentation/unity/unity-upst-overview/ Test a registry of rules called Configuration Tasks (xr setup and optimization) and provide default rules to make your project Meta Quest ready. Quest Runtime Optimizer https://developers.meta.com/horizon/documentation/unity/unity-quest-runtime-optimizer/ Provides real time analysis and actionable insights to optimize performance on device. Unity Project Auditor https://docs.unity3d.com/Packages/com.unity.project-auditor@1.0/manual/index.html Audits your Unity project for performance and best practice compliance. Frame Debugger Documentation: https://docs.unity3d.com/Manual/FrameDebugger.html Step through draw calls and frame rendering to find overdraw or inefficient passes. Auto VR Optimizer https://assetstore.unity.com/packages/tools/utilities/auto-vr-optimizer-318687 Automated utility to apply common VR optimization settings to your Unity project. Memory Profiler and Profile Analyzer Documentation: https://unity.com/how-to/use-memory-profiling-unity Capture memory snapshots, compare them, and analyze fragmentation or leaks. Outside Editor OVR Metrics Tool https://developers.meta.com/horizon/downloads/package/ovr-metrics-tool/ Capture performance metrics on device, including CPU, GPU, and memory. Meta Quest Developer Hub https://developers.meta.com/horizon/downloads/package/oculus-developer-hub-win/ Deploy to device, profile, view logs, and measure thermal and throttling behavior. RenderDoc Documentation: https://developers.meta.com/horizon/documentation/unity/ts-renderdoc-for-oculus/ Graphics frame capture and inspection of draw calls, states, and textures. Perfetto Guide: https://developers.meta.com/horizon/documentation/unity/ts-perfettoguide Open source system tracing for CPU, GPU, and OS events. Immersive Debugger https://developers.meta.com/horizon/documentation/unity/immersivedebugger-overview/ Resources Profiling and debugging tools in Unity https://unity.com/how-to/profiling-and-debugging-tools Ultimate Guide to Profiling Unity Games (e book) https://unity.com/resources/ultimate-guide-to-profiling-unity-games-unity-6 Meta XR Performance Best Practices https://developers.meta.com/horizon/documentation/unity/unity-best-practices-intro Optimization for web, XR, and mobile games in Unity 6 (YouTube) https://youtu.be/2J0kDtUGlrY?si=DfiogFWQronhdowQ Unity Optimization E book (Unity 6 edition) https://unity.com/resources/mobile-xr-web-game-performance-optimization-unity-6 Valem Tutorials How to Optimize VR Game Part 1 https://www.youtube.com/watch?v=BeB9Cx_msKA How to Optimize VR Game Part 2 https://www.youtube.com/watch?v=Jgf3F--VoPg How to Optimize VR Game Part 3 https://youtu.be/qm4-6zHkanM Hope this helps. :) What do you think? Do you have other tools or resources that should be on this list?708Views4likes0CommentsUpdated Meta Horizon Link app to 85.0.0.239.552 and now USB Link breaks within a min or so.
Everything was working fine for months but after updating to 85.0.0.239.552, my USB link is broken. After a min or so, the video craps out. Images below, video attached. This is not while playing games or dev'ing in Unreal or Unity. This is simply connecting my headset and going into PC link via USB-C cable. I simply go into PC link, wait about a min, and it craps out. After this happens, I can exit out of Link. When I disconnect and reconnect the USB cable, the headset registers the connect and pops up the USB debug window. But if I go to Quick Settings, the Link button says no PC is connected. Link functionality is broken. The ONLY way to reset Link is to restart the headset. Then I can go back into PC Link, wait a min or so, and then it craps out again. This has completely stopped all development on my project.450Views3likes5CommentsVR 103: Preparing Your App for the Meta Horizon Store
Join our team of experts in this Meta Connect 2025 series as they guide you through the fundamentals of VR development. You’ll learn how to start your project in Unity using Meta’s SDKs, explore essential building blocks for creating immersive experiences, and follow step-by-step instructions to deploy your first VR app. Whether you’re new to VR or looking to expand your skills, this series offers practical insights and hands-on demonstrations to help you succeed in building for Meta’s VR platforms. In the final session of this series, Jake Steinerman guides you through all of the steps to getting your app ready to publish on the Meta Horizon Store, and shares tips on finding and building your community. Join him in walking your app through the steps of passing VRCs, beta testing, building out a Product Detail Page, and finally, publishing your app. Your VR app is built—now let’s get it ready for the Meta Horizon Store. This launch session will guide you through everything from passing Virtual Reality Checks (VRCs) and effective beta testing to building a strong community and optimizing your product detail page. Learn proven strategies for a smooth submission, launch, and post-launch, featuring real-world examples and actionable tips to help your app thrive from day one.
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