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.Questions 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 SeanSolvedGeneral feedback about my experience in creating a world in Meta Horizon
Hey everyone, My team and I worked on Crafter vs Dodgers and submitted it last week to the Meta Horizon Creator Competition. You can find our game here: https://horizon.meta.com/world/1176811227228729 Our competition entry here: https://devpost.com/software/gravity-craft This was our first time using and developing for Meta Horizon so I've got a few feedback to share in case that's useful. PROS Networking was a cinch to use. Networking isn't our strong suit but everything worked out of the box as expected so I was surprised by that. It allowed us to create a social party game rather quickly. This is by far the strongest value IMO that Meta Horizon editor brings, which is great considering how important social is to Meta. Good work here. Gen AI was introduced to us midway through our development. We had purchased our assets before this and it was a big task to switch everything over, but we did it because Gen AI looked simply better. It was excellent at prototyping things and getting a general idea for space (i.e. where things should go). This is a groundbreaking tool and I expect most creators to be using this feature in the near future. It's that good! Player controller was basically plug-and-play for what we wanted to build. No more fiddling and developing custom code. The controller was simple which was perfect for the simple game we were developing. Similarly, the Standalone Editor was just powerful enough for us to do what we wanted in our game. Save for one major feature (will mention that further below), we were equipped with everything we needed. It's a refreshing difference compared to Unity where we've had to develop a lot of things or buy third-party assets to do what we wanted. The performance was surprisingly good on mobile. I don't know if this is because we've spent 10 years developing VR/AR games and apps but we were surprised by how far we could push performance even with complex Gen AI models. Finally, separating the Play button and the World Simulator button was brilliant. I wish Unity had that feature. With it, we were able to skip all of the game logic by not having to hit Play and instead level design with physics on via the World Sim button. This allowed us to very quickly iterate on our physics-based game. SUGGESTIONS Multi-select and change common properties in the selected objects like in Unity would help save a lot of time. I found myself having to click way too much on a daily basis due to the editor not having this. This would be my #1 request. Re-texturing a Gen AI 3D model would be really helpful since some of the textures don't turn out too nice. Even if we have the perfect 3D model generated, if we don't get the texture results we wanted, we were forced to generate a new 3D model from scratch. This wastes our time and it costs more for Meta so I think this feature is important to implement. Naming the downloaded Gen AI 3D models with the same name as what's in the editor would be nice. Right now, it's just a long string of characters. Also, including the file format in the name is great too, especially for new creators. If I hadn't attend one of the Gen AI workshops, I wouldn't know that I needed to add the file extension at the end of the file name. It was a bit more difficult than I'd like to control the styling of Gen AI. I've been using AI for several years now and so I'm familiar with prompt engineering. What could really help creators use Gen AI more effectively is negative prompts. This will allow creators to filter out unwanted themes, subjects, etc, instead of generating the same thing over and over again. A lot of documentation is provided but some of the pages could be organized better. For example, the community tutorials helped us immensely with our work but the content there could be broken apart and spread across their relevant pages instead of being collated under a single page. OBJECT POOLING. This is my #2 request. Given how the engine works, there's a strong need for a customizable built-in object pooling system. We had to create our own which was time consuming to do. I'd imagine most creators that are building worlds where new objects need to be spawned have/will develop their own pooling system. Might as well have this built-in to save everyone time. Thinking about this some more, Meta Horizon engineers could take a look at the most popular Unity assets and see if they're worth building out in their editor since many games need similar systems. Finally, this was another time waster for me: Quickly dragging in two different objects into the world will create two of the SAME object. This is more of a bug but slowed me down considerably given I had to test and retest many Gen AI 3D models in the scene by dragging them into the world. Hope this helps! Honestly, we were all very surprised by how mature and easy to use the editor was. I'm glad the Creator Competition existed because it was an incentive that opened our eyes to what Meta have been building.Reoccuring asset visibility issue in Desktop Editor around missing assets / rate limiting
Hi! I'm regularly getting an issue that leaves all my assets in Horizon Worlds missing, showing up as exclamation marks. This will happen and be present for a couples days, even after restarting my computer. The same thing will even show up in other worlds on my headset while this is going on, and seems like it's maybe linked to my account. Is there a workaround anyone has found for this issue, perhaps a way to clear the cache or avoid apparently requesting missing assets? The issue from my application logs: 2025-04-30 13:45:26Z 46336 I [standaloneassetmanager::fetchassetsutility] Request 1546188227331 for asset versions: 9140429309385770, 9335116479867725 2025-04-30 13:45:26Z 46346 W [settings] AssetGraphQL: Failed to retrieve assets. Query name xfb_social_vr_asset_by_id. Response body: {"errors":[{"message":"Rate limit exceeded","severity":"CRITICAL","code":1675004}],"extensions":{"is_final":true}}. 2025-04-30 13:45:26Z 46346 W [standaloneassetmanager::fetchassetscallbacks] Null asset handle recieved 2025-04-30 13:45:26Z 46346 W [standaloneassetmanager::fetchassetscallbacks] Null asset handle recieved 2025-04-30 13:45:26Z 46346 I [standaloneassetmanager::fetchassetscallbacks] Complete asset batch 1546188227331 2025-04-30 13:45:26Z 46348 W [asset] WbStandaloneAssetService: Exception while fetching asset. Retrying fetch. Asset Version ID: 9335116479867725 Data-{exception:System.AggregateException: One or more errors occurred. (The given key was not present in the dictionary.) ---> System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. --- End of inner exception stack trace ---SolvedMy game is CPU bound. Static batching?
Hello fellow creators, I want to better understand, how this editor is working under the hood in terams of performance. It seems like my game is CPU bound constantly, maybe frustrum culling, maybe some event calls running. But my GPU in game is showing 0.0 ms, like it isn't even working. Now I'm rendering around 500 drawcalls and 150 setpasses, and I'm looking for a way to reduce this number to offload my CPU time. I've read that occlusion culling is not supported, which I took for granted unfortunately. To more context, I have a pretty static world, except procedurally generated maps for gameplay loop. I'm scripting it by CodeBlocks, 'cause I don't have access to GenAI features and don't have much spare time to learn TypeScript right now. I keep my code event-driven. I've read documentation about how it affects CPU time, and I'll try to implement those guidelines. My question is: Is there a way to static batch objects or instance it somehow inside editor, like in Unreal or Unity? I ask something in-editor, because I know about merging meshes and making atlas textures, but is there something to make GPU working? 🙂 Cheers! meshdreams143Views0likes0CommentsMovement performance advice?
I have brief movement animations (5 seconds) in my TypeScript Horizon Worlds starship game and unfortunately the frame rate drops from 72 fps to 50 fps during those periods. I'm currently using lerp to generate a position for every frame using onUpdate. Any advice for improving movement performance?326Views0likes4Comments