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Meta Horizon Worlds v94 Release Notes

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Meta Horizon Worlds v94 is here. This release includes an update to the default controls for jumping, improvements to avatar movements within worlds, and clarification on a new user setting we announced in v91. We also addressed a bug that impacted your ability to add doors to your own worlds.

Updated Controls (Press A to Jump!)

In v94, we’re introducing a new set of default controls that will apply to all people and worlds. There are also some additional customization controls in User Settings to give you more freedom over your personal control scheme. We want to ensure everyone can jump right into the action of Worlds without hitting a new learning curve with every world hop.

  • Press A to Jump! We’re remapping Jump for all players and worlds, with the new default being the A button. Jump had previously been assigned to Right Thumbstick Press, which for many was uncomfortable or inconvenient and resulted in unwanted rotation while jumping—particularly in fast-paced games. We understand everyone has their own preferences when it comes to controls, so we’ve also added some toggles in User Settings to reassign Jump back to the Right Thumbstick if that’s more your flavor.
  • Creators now have more control over scriptable inputs. We’ve added more options for scriptable inputs for creators. Creators can now assign actions individually to B, X, Y, or Right Thumbstick Press. This means as you adventure through Worlds, you may start to encounter objects that offer a broader set of interactions that make use of more of your controller’s buttons, opening up countless new design possibilities that we can’t wait to see creators start to unleash.
  • Improvements to sliding, movement, and throwing. As we adjusted controls, we also wanted to optimize the way avatars move and interact with their surroundings. We’ve made several improvements to sliding, movement, and throwing that should add up to a smoother experience as you explore Worlds. We’ve added a short acceleration when changing directions to help smooth out movement, especially small positional adjustments. We’re also updating the thumbstick velocity mapping to give players smoother and easier control over their own speed, especially when trying to move slowly. Throwing has been improved with this update, so that Worlds now better accounts for wrist flicking during a throwing motion, sampling more frames during a throw to better predict an object’s trajectory and release velocity.

Clarification on “Use Grab Lock when available” setting

In v91, we released a new setting called “Use Grab Lock when available.” This caused some confusion in the community, and we understand that we could have done a better job explaining what was released.

As a refresher, the Grab Lock feature allows creators to set specific grabbable objects which they expect to be held for long periods (e.g. weapons in Arena Clash) to stay held without needing to keep holding the index/grip trigger. The players would then drop the item with a second press. However, based on feedback we heard, this behavior was confusing for some people when they released the trigger and the object didn’t drop.

To give people visiting Worlds more control, we added a new User Setting called “Use Grab Lock when available.” This new setting gives people a personal choice of their grabbing style, without impacting the way creators design their worlds.

By default, the setting is toggled “Off,” which means that a player will drop all held objects when the index/grip triggers are released. For those who prefer the Grab Lock behavior while in Worlds, they can now toggle this setting “On,” and Grab Lock will work for objects where creators have enabled it. Creators can keep using Grab Lock as before on objects in their worlds so those who prefer it can opt in to using it.

Separately from Grab Lock, there were also questions about the Force Hold code block. Force Hold lets creators script an object to go into someone’s hand as though they had grabbed it. Importantly, when this code block is used, usually as the result of some event the creator cares about (e.g. someone enters the world or a trigger), the person will not already be holding index/grip trigger as they would if they’d initiated a normal grab. This code block still works the same way and is not affected by the “Use Grab Lock when available” setting.


Quality of Life Improvements

General

  • When a new guest arrives into your personal space, a short doorbell sound will chime in-sync with the arrival notification.

Bug Fixes

Creators

  • We addressed an issue where creators were unable to create doors to their own undiscoverable worlds—now doors can be added to worlds that link to other owned worlds that are marked as undiscoverable. Beyond worlds owned by the creator, doors can still only be added to other published and discoverable worlds. [UserVoice]
  • We fixed a bug that was causing Worlds to periodically freeze when switching from Edit Mode or resetting your world.

Known Issues

General

  • Avatar body/skin sometimes shows through clothes and hats. This is also causing flickering. [UserVoice]
  • Gravity isn’t set properly when first entering Arena Clash.
  • Avatar name tags are appearing off to the side of the avatar instead of right above their head.
  • A user will remain invisible if another user changes their personal boundary while they are in it.
  • Loading screen doesn’t display text when clicking on the app or when deep-linking. Text appears when traveling from Personal User Interface.

Creators

  • The “Force Grab Spawned Asset” action isn’t always working properly.
  • Switching the “Global” option on sound gizmos off reduces sound quality. [UserVoice]
  • List variables show up as blank on Attached Script panel.
  • Center of mass override isn’t working in Visit 2.0 worlds. [UserVoice]
  • Some creators are seeing save fail error and red rings on controllers in Edit Mode.
  • Some worlds aren’t displaying a “Beta” tag in the create menu thumbnail.
  • If the variable name is a number, the Player Persistent Variable values remain at 0 and doesn’t update.
  • In some worlds, it’s difficult to interact with grab points on large objects attached to an avatar.
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