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META HORIZON WORLDS
LEARN TO CREATE
INTRO TO CREATION
INTRO TO HAND TOOLS
INTRO TO GIZMOS
INTRO TO SCRIPTING
PUBLISHING
LOCAL SCRIPTING
EVENTS
MOTION
ACTIONS
RESOURCES
BROWSE TUTORIALS
MOTION
INSTANT MOTION
MOVE TO
Instantly moves the object to the coordinates provided.
MOVE BY
Instantly moves the object relative to its current position.
ROTATE TO
Instantly rotates the object to the rotation provided.
ROTATE BY
Instantly rotates the object by adding the rotation to the current rotation.
SCALE TO
Instantly scales the object to the value provided.
SCALE BY
Instantly scales the object to the value provided.
MOTION OVER TIME
MOVE TO OVER TIME
Moves the object to the coordinates provided over time.
MOVE BY OVER TIME
Moves the object relative to its current position over time.
ROTATE TO OVER TIME
Rotates the object from its current rotation to the provided rotation over time.
ROTATE BY OVER TIME
Rotates the object from its current rotation by the given rotation over time.
SCALE TO OVER TIME
Scales the object from its current scale to the scale provided over time.
SCALE BY OVER TIME
Scales the object over time by adding the supplied scale to its current scale.
PLAYER MOTION
RESPAWN PLAYER
Moves and rotates a player to a spawn gizmo.
SET PLAYER SPEED
Change the speed at which the player moves in the world.
SET PLAYER GRAVITY
Change the gravity that is applied to a player.
PHYSICAL MOTION
DISABLE OBJECT PHYSICAL MOTION
Locks a physics object in place.
ENABLE OBJECT PHYSICAL MOTION
Unlocks a physics object that had previously been locked, allowing it to be moved again.
PUSH
The object's velocity becomes equal to its current velocity plus the given velocity.
PUSH WITH MASS
The object's velocity is adjusted by the given velocity divided by the object's mass.
PUSH IN LOCAL SPACE
Push in local space orients your velocity to the local object’s axis rather than the world’s axis.
PUSH IN LOCAL SPACE WITH MASS
Push in local space orients your velocity to the local object’s axis rather than the world’s axis. The object is then pushed with mass, meaning smaller objects move further.
SPIN
The object's angular velocity becomes equal to its current angular velocity, plus the given angular velocity relative to its rotation in the world.
SPIN IN LOCAL SPACE
The given angular velocity is added to the object's current rotation along its axis.
STOP PHYSICAL MOTION
The object's velocity and angular velocity are negated and become zero.
LAUNCH FROM OBJECT
Allows you to launch an object from a position with speed.
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Rift
Compare Headset
MORE META QUEST
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Download SDKs
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