Forum Discussion
patmw
4 years agoExplorer
Data Streaming from Unity VR app to mobile (iOS/android/web) client
Hi there, I'm currently working on a VR app for a client, which will run on the Oculus Quest/Quest2. One of the base requirements is that the VR app can be interacted with from an external client...
brazzoni
4 years agoProtege
The peer-to-peer networking looked really promising, and it would be easy to pick up. I got lost trying to figure out what a peerID is, and whether or not I could create a peerID through a mobile app.
patmw
4 years agoExplorer
Hi brazzoni!
Appreciate your input here. The way I got around it was, as you said, to build a mobile app within unity as well. The networking solution I went with was less graceful, I ended up implementing a custom UDP/TCP client-server system - the mobile app acting as a server and the VR app acting as a client - the implementation I went with was based off the following YouTube tutorial series:
https://youtube.com/playlist?list=PLXkn83W0QkfnqsK8I0RAz5AbUxfg3bOQ5
I recommend this approach as it worked for me, however you may find that Unity's built-in networking is an easier solution (it was released officially after I finished this project so I didn't get chance to try it myself)
Hope this helps!
Best,
Patrick
- brazzoni4 years agoProtege
I think I'll build a tcp server too. Unity's networking is really game dedicated. Fitting for a game dev platform!
The TCP server is going to be easier to learn atleast, and way more freedom at the end of the day. Thank you!
For anyone that might read this:
C#'s
TcpClient
And
TcpListener
Are the native functions.
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