bidwat
14 days agoHonored Guest
Quest 3 Multiplayer Issue: Avatars and Network Objects Not Syncing (Meta XR Blocks + Photon Fusion)
Hello,
I'm developing a simple multiplayer app targeting Quest 3 with the following requirements:
- Players should see each other's avatars in the multiplayer space.
- Players can interact with rigid objects (e.g., painting on walls), with interactions reflected across all clients. (The "painting" feature already works in single-player mode.)
I'm using Meta's Multiplayer Building Blocks for this implementation as it should be sufficient for my use case.
Problem
When running the app simultaneously on two Quest 3 headsets:
- Each player sees their own avatar clearly.
- Players do not see each other's avatars.
- Networked interactions (e.g., grabbing objects or painting) do not synchronize across devices.
Project Setup & Versions
- Unity: 6000.0.51f1
- Meta XR All-in-One SDK: 77.0.0
- Photon Fusion: 2.0.6
- Meta Avatars SDK: 35.2.0
- Quest 3 Firmware: 78.0.0.961.284
XR Plugin Management
- Using OpenXR (Meta Quest Feature Group enabled) [As Recommended by Meta SDK]
- Oculus XR Plugin is disabled
- Unity warning shown:
"The Oculus XR plugin isn't enabled from XR Plugin Management in Project Settings"
Building Blocks Used
- Camera Rig
- Hand Tracking
- Auto Matchmaking
- Networked Avatar
- Networked Grabbable Object (for testing)
Configuration & Setup Steps Completed
- Added Photon Fusion App ID in Photon settings.
- Added Meta App ID in Oculus Platform Settings (for both Rift and Quest).
- Set up Unity Platform Credentials for test users.
- Application compliance approved in Meta Quest Developer Dashboard.
- Uploaded build via Meta Quest Developer Hub; using the same build on both Quest headsets.
- Verified no entitlement issues from MQDH logs.
Problems
- Multiplayer does not sync (avatars invisible across users).
- Networked interactions appear local only, with no synchronization.
Note
Multiplayer does work when tested between a build in Quest 3 and Meta XR Simulator.
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What could be causing this issue?
Any suggestions or pointers on why multiplayer synchronization (avatars and network objects) isn't working would be greatly appreciated.