The Mixable World ID 10107731681620048 (https://horizon.meta.com/world/10107731681620048) README: https://www.zosustudios.com/zosus-mobile-multiplayer-arcade-template-readme/
Inspiration
I was inspired by childhood memories of arcade games in pizza parlors, I wanted to create a mobile game template that could enable people to create their own multiplayer arcade games quickly.
What it does
This is modular mobile multiplayer touch-screen / focused interaction template that can be easily modified and scaled-up. This template has 3 multiplayer arcade game modes built in that can be adjusted modularly for side-scroll-top-down shooter, arcade busting, and interactive block game modes. The settings can be changed to manage which game mode is active and due to modularity unused game modes can be removed. The initial configuration has 3 player multiplayer setup with scalable multiplayer quickly by simply copying the active player object group and adjusting health and scoring positions for new players. The code-base is designed with many settings/props that can be adjusted, and 3D models and other entities can easily be swapped out or modified. Wherever possible easily identifiable visual selection of objects have been used as the design choice to make it easier for someone to modify the game elements. Features List: a) Swap between 3 main mobile-arcade game modes easily (unused modes can also be deleted easily) b) Focused Interaction mobile-touch control system dialed in for multi-device usability c) Fully configured for multiplayer, quickly add players by copying player object groups d) Directional shooting system with scoring that is easily changeable e) Player health and collision system f) Fixed world border for static-screen-style play is enabled and is easily changeable g) Dynamic focused interaction calibration system (in beta) is included as a bonus h) Local camera controls i) Extensive debug console logs available j) Easily adjustable player movement controls h) World objects are easily identifiable to be swapped out by someone using the template
How we built it
The early starting point for the learning the multiplayer game logic and core math elements were from content in Rooftop Racers Template and related tutorials from earlier this year (I applied to and joined the Creator Program in February). Due to interest in mobile games in Horizon Worlds I had recently created focused interaction touch games for side-scroll shooter (RetroX Shooter), Asteroid Busting, and interactive block experience (Block Kin). From there, with this competition in mind, touch screen settings gameplay improvements were made and the game modes were combined. The next step all of the game modes were combined into a modular template. Then, entire new sets of multiplayer friendly code were created for focused interaction touch controls, interactive shooting, dynamic health system, real-time current and high scores using persistent variables as well as additional bonus features like a waypoint system and smaller supporting scripts. The majority of code was based on outputs from the Meta Gen AI and Claude, with all of the 3D models in the world generated by the Meta Gen AI in the Desktop Editor as well as using the standard available particles, sounds, and other elements.
Challenges we ran into
The greatest hurdle was configuring each major set of scripts to work with multiplayer. In a lot of cases the scripts would work in the editor or single player builds but not in multiplayer build tests. Additionally, it was challenging to setup a fixed focused interaction screen setup that would work across multiple types of devices. A dynamic calibration screen system was created and provided but it is still left as "beta" because it needs to be dialed in for user interaction as due to time limitations this could not be dialed in as desired. Furthermore, I am somewhat familiar with Unity 3D so it has taken me time to understand the nuances of the Desktop Editor as a lot of features I am used to are different.
Accomplishments that we're proud of
I am proud of the multiplayer functional focused interaction setup along with the multiplayer friendly scoring and health system as well as the final modularity of the game modes and sub-components. These items, along with the beta dynamic screen-calibration mode took the most amount of time to get fully functional.
What we learned
I learned that every new piece of multiplayer/local coding will be challenging, but that it is quite rewarding to see the code work in a build. I also learned that the Meta Gen AI is really good at coding some features, while it struggles with other coding elements.
What's next for ZOSU's Mobile Multiplayer Arcade Template
Future goals are to dial in the dynamic focused interaction calibration touch screen so it is no longer in beta and to complete the infinite scroller game mode framework.
Built With
- claude
- meta-gen-ai

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