Inspiration

Up Rising Parkour Obby was born from a concept I first brought to life back in December 2022 with "_UP Parkour." Since then, I’ve created several worlds in the same universe — each one pushing the limits of what’s possible in Worlds. But this one? This is different. It’s the sixth evolution in the series and the most advanced, most mobile-optimized version yet.

The original inspiration came from watching my kids. They loved going to a local trampoline and obstacle fun center — running, jumping, and challenging themselves. That energy was electric, and I thought, “why not bring that experience into VR?” With this contest serving as both a challenge and an opportunity, I decided to build something that raised the bar not only for my series, but for the entire parkour/ obby genre in Worlds.

What it does

Up Rising Parkour Obby challenges players to climb from the center of the earth all the way into outer space, featuring 25 levels from molten caverns to cosmic heights. Packed with jumps, randomized traps, boosts, and surprises. Whether you’re on mobile or VR, players can enjoy a fully accessible double-jump, speed boost, and low-gravity cube, along with unique features like a freezing block that can stop friends in their tracks.

Players can take on many different challenges:

  • A full timed run from level 0 to 25
  • A head-to-head 1v1 race located just off to the side of the main run
  • Completing the full world at your own pace
  • A bonus Low-Gravity Ring Runner mini-game, where you and your friends soar through rings to test your aerial control and gravity expertise. (Minimum 2 players required — encouraging fun Social interaction and head-to-head competition.)

Even running solo, you can test your speed, agility, and reaction time. During timed runs, checkpoints are reset at the start but activate as you climb, so players don’t have to start back at 0 after every fall. Outside of timed mode, checkpoints never reset — every level has them, allowing you to leave and return later without losing progress. Once you complete all 25 levels, you gain access to the level selector. This allows you to join your friends on any level in Up Rising Parkour Obby with one simple click. Simply check the player locator panel and be on your way!

Coins are scattered throughout the world to spark competition and friendly rivalry. And there’s no shortage of hilarious moments — missing a jump, sliding off a pyramid, or barely surviving a sneaky trap.

For mobile players, I added a custom feature that lets you toggle between first- and third-person views at any time by simply holding a camera switch icon in the top-right corner. It’s a clean, seamless way to choose how you want to experience the world without interrupting the action.

Both mobile and VR players can also quickly return to the lobby at any time — by holding the door icon (bottom-left corner) for 3 seconds on mobile, or holding the Y button on VR. It’s built for smooth, effortless transitions so players can reset without breaking their flow.

How I built it

Up Rising Parkour Obby was fully scripted in TypeScript and optimized from the start to run smoothly on both mobile and VR. I built the world from the ground up — literally — starting at the molten core and climbing higher with each level, making sure every step felt natural, challenging, and rewarding.

I tapped into every resource I could find — from Worlds forums to the advancing Meta Gen AI tools and external AI support when needed — pushing the limits of what’s possible inside the platform. Mobile optimization was a priority from day one, with responsive UI overlays that automatically adapt to each player’s device. Whether you’re pressing the Y button in VR or holding the door icon on mobile, players can quickly teleport back to the lobby or access essential features without any clunky menus slowing things down.

I used platform-specific scripting to make sure mobile and VR players interact with the world in ways that feel natural but balanced. Mobile players and VR players don't always see the exact same things — and that’s by design. From custom spawn logic to checkpoint tracking, every system was built for fast resets and instant feedback, keeping gameplay flowing no matter what device you’re on.

Every environment — from the magma caverns and ancient caves to the mushroom forests, crystal passages, mine shafts, and finally into the stars — was crafted to feel like a true ascent. Sound, visuals, and transitions were layered carefully to match the feeling of rising higher and higher with every level you conquer. 🚀

Challenges I ran into

Learning and implementing advanced TypeScript was one of the biggest hurdles. I ran into unexpected bugs — from triggers failing for certain players to platform inconsistencies between mobile and VR. Sometimes it wasn’t the script; it was Worlds itself. What worked one session would break in the next. Debugging these unpredictable quirks meant long nights, tons of test publishes, and plenty of patience. To make things even trickier, some of the new sound generation tools are still playing certain audio items globally — meaning everyone in the world hears them when they’re not supposed to.

Balancing gameplay between mobile and VR was its own beast. Every jump, trap, and power-up had to feel smooth, responsive, and fair across both platforms — no easy feat when device-specific rendering and physics don’t always cooperate.

And of course, doing all of this while being a father and holding down a full-time job… let’s just say it required a lot of late nights and relentless determination. But I powered through — because I believed in what I was building. I believe in this platform, and I know that people love these worlds!

Accomplishments I'm proud of

This is the sixth installment in my parkour series — and without a doubt, the most polished, advanced, and accessible version yet. I sacrificed sleep and free time to push this world to the next level, not just for this contest, but to raise the bar for all parkour/obby-style games in Worlds.

One of my proudest achievements is the universal overlay system. It adapts seamlessly based on platform — showing mobile players a clean, helpful UI the entire time, while only appearing for VR players when they activate a timed run. It reduces capacity strain, boosts performance, and lets players access key features like teleporting back to the lobby without breaking immersion. Whether it’s a Y-button hold in VR or a long-press on a UI icon in mobile, it just works.

I also built platform-specific instructions right into the world, so players always know exactly how to interact no matter what device they’re on — making everything feel natural, clear, and fast.

Every system — from movement and camera control to checkpoint saving and visual transitions — was designed with performance and player experience in mind. The thematic progression from Earth's molten core all the way to space tells a full story without needing narration. Every level feels distinct, but flows upward with purpose.

What I learned

This project taught me patience, discipline, and how to dig deeper when things didn’t go as planned. I leveled up my understanding of movement optimization, UI logic for mobile players, and how to reduce overhead by designing smarter, not heavier — avoiding player-specific duplication whenever possible.

More than that, I learned that building truly cross-platform worlds isn’t just a technical challenge — it’s a creative one. Crafting experiences that feel good on both VR and mobile forces you to think differently, push harder, and build better. It’s not easy — but when you get it right, it makes the world better for everyone who steps into it, no matter what device they use.

What's next for Up Rising Parkour Obby

This world might start at the core... but the journey doesn’t end at orbit.

Ideally? A first-place celebration party. 🥳 But no matter how the contest plays out, I've built a strong foundation for the future. The base mechanics and systems — double jump, universal overlay, dynamic checkpointing — are all ready to be expanded and pushed even further.

  • More levels? Absolutely.
  • Community time trials and contests? Definitely.
  • Seasonal challenges, new power-ups, co-op obstacle runs, maybe even an escape-style parkour world? Anything's possible.

The sky isn’t the limit — it’s just the beginning. In Up Rising Parkour, the only way to go... is UP. 🚀

Built With

  • chatgpt
  • desktopeditor
  • metagenai
  • metagenaiscriptingtool
  • metagenaisoundgenerator
  • metahorizonworldsapi
  • metameshgenai
  • typescript
  • worldseditor
+ 4 more
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Updates

posted an update

Late Post Update: Redesign with Meta Mesh Gen AI

When Meta Mesh Gen AI dropped, I took the opportunity to completely reimagine Up Rising Parkour Obby. What began as a pure vertical concept evolved into a dynamic, multi-layered climb with smoother transitions, better flow, and a more immersive experience — especially for mobile users. (It was extremely challenging the first time around.)

I rebuilt and redesigned the entire course with the help of Meta Mesh Gen AI — optimizing level layout, enhancing visual clarity, and unlocking more creative movement paths. The result? A faster, cleaner, and more responsive parkour experience that still climbs from core to cosmos — now with a far more intentional design.

Screenshots and before/after shots are included in the final product submission images.

Thanks to everyone who’s been along for the ride!

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