Inspiration

Creators in Horizon Worlds spend too much time rebuilding basic obstacles. We wanted a drop-in pack that’s fun, flexible, and Mobile-friendly so anyone can ship a replayable course fast.

What it does

A modular set of traps and hazards—spinners, crushers, breakable floors, moving walls—each with tweakable speed, timing, damage, reset, and rules. Works in single or multiplayer, stays within Mobile budgets, and snaps together to build whole levels in minutes.

How we built it

Using Horizon Worlds library in TypeScript and gizmos, we designed lightweight, event-driven state machines for each obstacle. We added creator-facing parameters, object pooling for resets, simple primitives for low complexity, and example scenes that demonstrate best practices.

Challenges we ran into

Balancing physics feel vs. network sync, keeping performance solid on Mobile, and making controls powerful without overwhelming new creators. Naming, defaults, and docs mattered more than expected.

Accomplishments that we're proud of

Stable 60FPS on Mobile in multiplayer test rooms, zero-setup prefabs that “just work,” and clear docs + sample courses that let first-time users publish in under an hour.

What we learned

Tiny tuning knobs (timers, wind-ups, coyote time) dramatically improve fairness and fun. Good defaults, consistent naming, and visual hints reduce creator friction.

What's next for Interactive Asset - Obstacles Pack

More obstacle types (lasers, jumping pads, conveyors), themed variants, leaderboard hooks, more advanced checkpoint/respawn modules, and built-in difficulty presets for quick balancing.

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