Inspiration

This is my first Meta World and Meta competition ever! The idea for My Sweet World (Originally Grow an ice cream!) came from imagining a world where gardening could be fun, colorful, and full of candy. I’ve always been drawn to playful environments, and I wanted to create a space that felt simple, joyful, and visually rich. The thought of growing something as silly and delightful as an ice cream cone from a tiny sprinkle just felt right. I wanted to make something that didn't require long instructions. Just pick it up, play, and smile.

What it does

This world lets you plant magical seeds that grow into full ice cream cones. When they're ready, you harvest them and earn gems. It’s a small loop, but satisfying. The cones grow over time, and harvesting them makes the world respond with color, sound, and visual effects. It’s designed to be soothing, low stress, and fun to revisit. The whole environment is interactive and meant to feel like stepping into a living candyland.

How we built it

I used the new Meta Horizon editor and wrote custom TypeScript code to handle player interactions, object animation, and UI feedback. The environment was built from scratch using a mix of native assets and custom Blender models. I had to set up interaction zones, logic scripts, and time-based growth mechanics for the cones. I also created a gem overlay UI component that updates in real time as players collect more cones. A lot of time was spent aligning visuals and logic so everything felt smooth and believable.

Challenges we ran into

One major issue was Blender compatibility. Meta doesn’t use .obj files, which meant I had to manually relink all the textures after converting files to a supported format. It took hours and was frustrating to repeat every time I made changes. On top of that, getting custom UI to appear at the right time and place took trial and error. There were problems with event triggers misfiring or loading late. Debugging in VR was slow, since every test required switching between headset and desktop. The logic also had to be very clean, one broken entity ID could crash the whole interaction.

Accomplishments that we're proud of

The world feels complete and BEAUTIFUL <333. It’s not a tech demo or a cluttered experiment. It’s a playable, shareable space that works as intended. I’m proud of the polish on the UI and the way the environment holds together visually. People understood what to do without being told, and that felt like a big success. I also pushed through the technical issues and came out with a better understanding of how to structure complex scripts across multiple objects. Making everything work without relying on templates or copied scripts was rewarding.

What we learned

A LOT! I learned that building for VR takes different instincts than flat-screen games. Timing, visibility, and interaction all have to feel immediate and natural. I got better at writing modular code, reusing logic components, and debugging within the Horizon scripting framework. I also got more comfortable with Blender workflows. Especially texture management and world scaling. Small details like light color, sound balance, and texture sharpness make a huge difference. I learned how to keep iterating until every element felt intentional.

What's next for Grow an Icecream!

I want to add new cone types, rare seeds, and eventually multiplayer support so friends can grow and trade together. The plan is to expand the gem system into a progression path that unlocks decorations, boosts, or mini pets. I also want to add a night version of the world with glowing plants and hidden effects. Long term, I see it becoming a cozy, collectible sim where people can build their own garden patches and return regularly to see it evolve.

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