Question: Deleting Avatar Clothing from World Memory
I wanted to remove some clothing in my current world via desktop editor to make room and optimize the world. I asked Gemini and he said that even if the physical clothing is deleted, if it is not deleted in the listings of the world, then the texture and info take up part of the 6gb limit. What are the best practices for this? I have tried deleting them completely, but I am scared that it might be deleting the actual item. How do I check? Also, if I try to delete some items, I receive a message that it cannot be deleted because an item was sold. I just want to remove clothing and still have it available to purchase, but not in that store. Any help is appreciated.59Views0likes2CommentsFrequent World “Server Drops” / Session Resets Across Horizon Worlds (Last Month+) — Any Fix?
Hi all looking for help or confirmation if others are seeing this. For the past month (possibly longer), Horizon Worlds has been experiencing frequent “server drops” while in-game. The whole world will glitch/freeze, the session disconnects, and everyone has to re-establish a new session to continue. At first, this happened occasionally and seemed more noticeable in worlds with larger groups of players. But over the past few weeks, it’s been happening so often that it’s impacting the overall Horizon experience across the app (not just one world). What I’ve tested / observed Initially I assumed it was related to: heavy graphics loading worlds being over simulation/object limits too many active objects / scripts However, I released a world that is well under the mid-range of capacity/thresholds, and it still: can’t be entered reliably (blackboxing) or it loads and then the server drops / session resets Even more concerning: this now happens in Build Mode with almost nothing present: no meaningful object load one simple script + Custom UI still getting server drops with no clear warning or indication that it’s user-side Mobile + network testing (important) This is also happening in the mobile app when testing. I tested off my home network (different connection), and the same thing happens. When it occurs, it often affects multiple players at the same time, which makes it feel like a server/session stability issue rather than an individual connection problem. Question Is there a known issue right now with Horizon servers/session stability? Is there any fix or recommended workaround (settings, best practices, debug steps, or reporting path) for this problem across worlds/builds? Helpful info I can provide If needed, I can share: headset model (Quest 2/3/Pro), Horizon app version mobile device model + OS version approximate time(s) it happens most world link(s) where it’s easiest to reproduce whether it happens on multiple networks (home vs hotspot) any console logs / performance metrics I can capture Thanks, this is getting to the point where worlds aren’t usable or even testable consistently.79Views1like3CommentsScripts won't work unless I reset world.
I'm having an issue where my world player list and my welcome to world pop-up message does not work unless I reset my world multiple times. I did receive the sync error on desktop editor so I'm unsure if this is the issue or if it's something else. Has anyone else had this issue?Solved27Views0likes1CommentGREAT new update. Breaks EVERYTHING
I'm wondering when Meta are going to really go all out to make an update that stops us from turning our headsets on AT ALL. They're spooked that they're losing so much money on Horizons, and that everyone thinks it's rubbish, YET WITH EVERY UPDATE THEY BREAK MORE STUFF. Now we have people unable to sit properly on chairs, people unable to change into recently created clothing, the MONTHS OLD VOICE BUG WHERE PEOPLE HAVE TO MUTE AND UNMUTE ON ENTERING A WORLD TO BE ABLE TO BE HEARD, the "Oh, you want to join your friends in an instance where there are only 3 people? NO PROBLEM, we'll put you in a brand new, isolated instance of your own" bug, and a plethora of others. Seriously, who's doing this, retards? Is this an actual joke? Is Mark just sitting at home pissing himself laughing at what a hilarious mess he's presiding over? This is absolutely disastrous. Furthermore, as a developer myself I understand that, if an issue is spotted, ANY TEAM OR INDIVIDUAL CAN FIX IT VERY QUICKLY or at least take steps to address it. Not Meta, with their billions. It's totally lolzy. I'm never sure how they can make the Horizons platform WORSE, but they ALWAYS manage to surprise me. It's genuinely a completely broken mess now. A horrible, horrible user experience. EVERYONE involved in Horizons NEEDS to be fired. Immediately. This needs taken on by people with even a modicum of competence. That would be so much better than what we currently have. This is an absolute disgrace. A disaster.113Views0likes0CommentsSame logo/style, mixed results: IWP approves some, restricts others
Hi everyone! 🙂I could really use a hand with something odd I’m seeing—and I’m trying to avoid adding more violations to my account. What’s happening I upload my own, non-offensive textures (these include logos as well as styles) and they look fine at first—no flags. The violations show up only when I enable IWP, and I’m also seeing inconsistencies in overall texture vetting (not just IWP). I received back-to-back violation notices across multiple items. I appealed and ~5 minutes later (felt automated), some items with the exact same logo/style were approved, while others stayed restricted—so decisions are inconsistent across identical assets. Why I’m concerned I’m pausing new listings because I don’t want to trigger more violations while I troubleshoot. The mixed decisions—both in IWP review and general texture vetting—make it hard to know what to fix. What I’ve tried Double-checked the textures, logos, and style elements against policy. Compared names, thumbnails, and descriptions between approved vs. restricted items. Filed a ticket via Meta Creators and used Chat on Monday, but haven’t heard back yet. What I’m asking for A human review of the affected items to identify the exact rule being triggered. Removal of violations that resulted from inconsistent/false-positive flagging, and restoration of my account standing. Clear guidance to prevent future flags (naming, thumbnail guidelines, description wording, logo placement, etc.). If there’s a known false-positive pattern in texture vetting or when toggling IWP, suggested workarounds. Details I can share privately Item IDs and submission timestamps Screenshots of approvals vs. restrictions Original texture, logo, and style files Creator/World info Thanks so much for any help! I just want to follow the rules, avoid more violations, and understand what’s actually causing these flags.Solved148Views1like11CommentsSounds in world building
Has anyone noticed that sounds are not working when building in the Horizon world building? For example, I had a music sound cube I placed in the world from the asset library. It played one day, I came back the next day, and it's not working. The same goes for a door that was supposed to make a door-opening sound.Solved47Views0likes1CommentPortal Issue
Hi, I created a new world, and it was working fine (The Miller's Debt Escape), but now no players can enter the world. When attempting, it won't open a portal to the world. I can go in and edit items via editor mode, but that's it. I tried deleting the old version and republishing a new world, but I'm having the same results. None of my other escape worlds is having this issue. Any help would be greatly appreciated.79Views0likes4CommentsLighting
Hi, I am fairly new to Horizons and have started adding lights to my world. I got to about 8 dynamic lights and was maxed out. I have experience using Unity and am wondering about World's limitations. My scene is pretty dark so I am wondering if anyone can explain how the lighting system works in Worlds? I was hoping to get more overhead lighting in my scene. Does anyone know how many lights we can use of each dynamic/static or if there is a way to create an overhead sun that illuminates the entire scene/world? It's just so dark, and I need more lights! Please help! Thank you 😄Solved75Views0likes4CommentsGuidance with Asset spawning/AssetPool
Hi there, creators. For the past few days, I've been struggling to find an optimal way to spawn weapons and baskets for each player. Previously, before discovering the AssetPool Gizmo, i spawned each weapon and basket for each player. This worked, and to no surprise, it was really slow ( and now in the latest version of the desktop editor, it either locks up the UI trying to spawn or isn't visible in the editor). Utilizing the AssetPool Gizmo didn't lock up the UI; however, despite having a simple asset reference continues to return `undefined` instead of the spawned entity when i attempt to retrieve it from the pool. Could i be missing something? or is this Gizmo/ Asset Spawning buggy at the moment? Code snippet private spawnBasket(player: Player): void { // Try pool first if (this.basketPoolGizmo) { const basket = this.basketPoolGizmo.getPooledEntity(); console.log(basket) // always seems to print undefined if (basket) { const attachable = basket.as(AttachableEntity); if (attachable) { attachable.attachToPlayer(player, AttachablePlayerAnchor.Torso); attachable.socketAttachmentPosition.set(new Vec3(0, 0, -0.5)); } this.playerPooledBaskets.set(player.id, basket); console.log(`GameManager: Basket attached (pooled) for ${player.name.get()}`); return; } }Solved44Views0likes1Comment