CsoundMeta is an immersive multiplayer environment, built in Unity for Meta Quest headsets, that lets performers touch, shape, and share Csound instruments as physical objects in a shared virtual or physical space. Since the system’s Orbs, Wanderers, and AI-generated Worlds were first introduced, our central goal has shifted from handing performers a curated palette to play with, toward giving every Csounder the tools to build that palette themselves. This paper documents three developments that carry that goal forward. First, performers can now bring their own Csound work into CsoundMeta from further away than the headset itself: any .csd file becomes an importable sound for an Orb or Wanderer, Cabbage-authored .snaps files import as ready-to-use presets, and a companion web application now lets a performer upload an instrument, complete with its samples, from a desktop browser, with a Dr.C-based assistant on hand to help design, modify, and debug a Csound instrument that will not yet compile. Second, the AI-generated Worlds that once came from a fixed, curated set can now be prompted, remixed, and renamed from inside the headset itself, and repositioned and rotated so a stage arrangement rehearsed at home lines up exactly once the same World is loaded on the performance stage, and every performer, whether standing shoulder to shoulder or joining from across the world, lands in the same generated room and can hand instruments to one another there. Third, and perhaps most consequential for ensemble work, we rebuilt the live audio pipeline around a native engine that carries the microphone-to-effect-to-speaker signal path outside Unity’s own audio thread, fast enough that we now rely on it for real-time capture, playback, and processing shared live across every client in a session rather than kept local to one, and judge it, as musicians do, by ear. Around that engine we added a dedicated, proximity-gated Mic instrument that can also serve the whole session as one shared microphone with automatic handover between performers, an overdub-capable sampler that records from any source in the patch and shares every take across the room instead of keeping it local, and a separate spatialized voice channel with hands-free push-to-talk for talking through a session without breaking it. We also describe the session tools and in-headset tutorials that keep a room full of personalized instruments and new performers from tipping into chaos. Together, these features move CsoundMeta from a system performers play inside toward a system they compose, build, and record in, one shaped as much by the Csound community as by its designers.