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.
Built With
- api
- horizonworlds
- typescript

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