Case Studies and Video | Post. Refine. Repeat | Scout House x Meta Horizon Go-to-Market Academy
Social Media Strategies & Tactics for Meta Horizon Creators What if you could boost your world’s discoverability on social media without it cutting into your build time? That’s the exact pain point this session aims to solve. In our latest collaboration with Scout House , and the final GTMA session of 2025, expert creative strategists Kara Kittel and Sam Yu show you how to turn everyday gameplay clips into short-form content that earns views while saving you time. 💡 Here’s what you’ll learn by watching this session: Creators who stuck to a consistent posting schedule and quick capture and editing workflows saw noticeable gains in their reach and engagement. Clear opening hooks in the first seconds of a post consistently outperformed slower, work-in-progress openings. Even simple performance metrics like views, engagement, and retention can have a big impact on your social media presence. ♾️ Watch the full session. In addition to the on-demand video above, you can explore three MHCP creator case studies from the Meta Horizon Social Media Bootcamp. Each creator you see here implemented the same proven framework to their unique circumstances to drive results: TakaTado Case Study: @takatado focused on clearer hooks and consistency JDun Case Study: @jdun used simple analytics to ship high-volume, personality-driven content Chixie Case Study: Chixie traded highly-polished posts for quick, consistent updates to expand her reach Ready to level up your social media game? Get started via resources below.
31Views1like0Comments🎥 Create Hand-Painted Textures with Stylized Shadow Baking
In this hands-on workshop, MHCP mentor SpaceGlitterUnicorn walks through a repeatable workflow for baking painterly shadows into textures using Blender and Photoshop. Learn how baked lighting delivers consistent mood across devices and reduces performance overhead, with practical techniques you can apply directly to your own worlds.
38Views0likes1CommentImporting Massive Scenes (Join & Merge In Blender)
In today's modeling tutorial I show how we use Blender to join and then merge models before importing into Horizon Worlds. This added step reduces draw calls and verts, which improves performance. We also look at how to replace the whole world elements so that when importing a new update from Blender the scene aligns with the other elements you have added in Horizon Worlds. Note: at the end you will see some of the palm trees got messed up. This was caused when using the edit mode "mesh>merge>by distance." To fix this, after selecting merge by distance, there is a dialog box in the bottom left. Click that and adjust the distance to be much smaller. In my case I used 0.0000001 and that resolved my issue :)
32Views0likes0Comments🎥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.
70Views0likes0Comments🎥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.
41Views2likes0Comments🎥 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.
122Views0likes0Comments🎥 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 issues
156Views1like0CommentsHelp! 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!298Views5likes0Comments
