Inspiration

Inspired by classic movies like Mission: Impossible, (hence the name) I wanted to recreate the tension and precision of laser-avoidance heists in a fun, time-based game.

What it does

MissionZer0 challenges players to infiltrate high-security areas, dodge pulsating laser grids, and beat the clock with sharp reflexes—anytime, anywhere, on mobile or PC.

How I built it

Using Horizon Worlds' scripting API to:

  • spawn laser grids,
  • animate pulse sequences,
  • raycast for player collision
  • UI timer and Death counter.
  • level init triggers / player spawn

Challenges

One unexpected challenge was implementing a crouch mechanic. I couldn’t get the animation behavior to work.

Accomplishments

Proud of building a laser detection system using raycasts and creating a fully functional timed mission experience.

Learnings

learned lots about the Horizon engine and how to leverage raycasting for fast collision checks, fine-tune object spawning, and manage UI updates with bindings.

What's next for MissionZer0

Next, I would love to add more levels with increasing difficulty, the missing crouch/stealth mechanic, and leaderboard system to track player performance for a better end game state.

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