Meta Horizon Worlds v95 Release Notes

Meta Horizon Worlds v95 is here! This release includes an alpha test for members-only worlds and new and improved skydomes. We also shipped seven bug fixes and two quality of life improvements.
Alpha Test Launch: Members-Only Worlds
Yesterday, we announced the launch of a limited alpha test for a new type of closed space called members-only worlds. Just like personal space gives people a place to call their own, members-only worlds let creators build and cultivate a space where a community of people can come together to enjoy a curated experience. Our vision for members-only worlds is to empower creators to craft the culture of their communities.
This test will help ensure that we’ve set up creators with the tools they need to succeed and they find clear benefits before we consider expanding the availability of members-only worlds to more creators. The ability to create members-only worlds is currently only available to a select group of creators. To join a members-only world, either as a member and/or a moderator, a person must be invited directly by a creator in the alpha test group.

New & Improved Skydomes
We’re improving skydomes in Worlds to enable you to make higher fidelity, more expressive environments—without taking up valuable world capacity. We’re introducing two main updates, which you can find in the Environment gizmo:
Cubemap Skydome: A skydome type that uses cubemap textures (i.e. a custom image), with a small number of Worlds-provided presets, like being able to select a preset with a cityscape to give the impression of buildings far off in the background instead of using hundreds of primitives to build out this effect.

Custom Gradient Skydome: A skydome that lets people create custom gradients (e.g. you can create your own unique orange-to-purple blend of colors for a sunset on an alien planet).

The existing skydome presets (e.g. Twilight, Sunset) are still available and can be found under the Cubemap skydome type in the Texture presets dropdown.
To use the Environment gizmo:
- From Build Mode, select the Three Line icon, then select the Build icon.
- Select Gizmos.
- Grab the Environment gizmo (Light Blue Color). You can now edit the properties by grabbing the gizmo and selecting the Three Dot icon with your controller.
Quality of Life Improvements
General
- While in the safe zone, the View Nearby People’s overflow menu now has an Unfriend button when in a world with a mutual follower.
Creators
- In the previous release, we fixed a bug that wasn’t accurately counting particleFX against capacity without giving you all a heads up. Unfortunately, this update caused world capacity to increase past 100% and thus prevented several of you from updating and republishing your worlds. That’s not what we wanted, so we’ve rolled that change back to unblock you as a temporary measure. We’re working on an improved cap that optimizes capacity, comfort, and world performance. We’ll communicate this ahead of time to give you a chance to prepare.
Bug Fixes
General
- Some leaderboards were not loading and showing up blank. This has been fixed, so all leaderboards should load correctly now. [UserVoice]
Creators
- We fixed the issue that was causing world capacity to increase past 100%.
- Console errors should now show the script that is causing the error.
- A fix for Center of Mass override not working in Visit 2.0 has shipped in v95. Please note that you might need to republish worlds for this fix to take effect. [UserVoice]
- When visiting some published worlds, they were previously missing achievements, even though they showed up in Edit / Build Mode. Achievements should now appear more consistently across all worlds.
- We fixed an issue where Build Mode would behave differently than Visit Mode when de-spawning active Environment gizmos via script. Going forward:
- If an active Environment gizmo is deleted/de-spawned **by script** in Build Mode, it will still affect the world. This makes Build Mode consistent with the pre-existing behavior in Visit Mode.
- If, however, an active Environment gizmo is deleted **by hand** using the Disk UI, this will remove the gizmo and its effects on the world. This ensures that creators know what their worlds will look like when published.
- This update will ensure consistency between Build and Visit Modes while also ensuring no breakages to published worlds. Moving forward, our recommendation is to always keep an active Environment gizmo in your world. So to do things like a day-night cycle, we recommend spawning in a new active Environment gizmo and then de-spawning the old one.
As an example: - The world is Daytime by default.
- You spawn an active Afternoon Environment gizmo, and the world becomes Afternoon.
- If you want it to be Night, spawn an active Nighttime Environment gizmo first, and then de-spawn the Afternoon Environment gizmo.
Known Issues
General
- Gravity isn’t set properly when first entering Arena Clash.
- Avatar body/skin sometimes shows through clothes and hats. This is also causing flickering. [UserVoice]
- Loading screen doesn’t display text when clicking on the app or when deep-linking. Text appears when traveling from the main navigation menu.
- In some worlds, it’s difficult to interact with grab points on large objects attached to an avatar.
Creators
- The “Force Grab Spawned Asset” action doesn’t work properly.
- Switching the “Global” option on sound gizmos off reduces sound quality. [UserVoice]
- If the variable name is a number, the Player Persistent Variable values remain at 0 and do not update.


