Forum Discussion
Anonymous
10 years agoRift support over 5.1 multiplayer?
Okay so I have multiplayer working, but I can not for the life of me seem to get the camera to work individually. Movements for players are individual but when someone joins they take over the hosts OVRCamera.
Does anyone know how to fix this or have a script for camera support over networking on 5.1?
Does anyone know how to fix this or have a script for camera support over networking on 5.1?
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- cyberealityGrand ChampionYou are using the legacy integration? Have your tried with the new built-in VR support?
- petereptProtegeand UNET, legacy, Photon, or other networking ?
- Anonymous
"cybereality" wrote:
You are using the legacy integration? Have your tried with the new built-in VR support?
Yeah, but when I do that, the character direction doesn't change where the person is looking and becomes very disorientating. I'm assuming there is probably a simple way to fix that yes?"peterept" wrote:
and UNET, legacy, Photon, or other networking ?
UNET - AnonymousYup it was just me being dumb! lol
But I do have another issue now, the game works and everything, but I can not see the Network Manager HUD when using Oculus. It is pretty important to have that so does anyone know which offsets to use to get it to appear? - petereptProtegeThe default HUD contains the following keypresses (if you have a keyboard!):
H - Start Host: manager.StartHost();
S - Start Server: manager.StartServer();
C - Start Client: manager.StartClient();
X - Disconnect Host: manager.StopHost(); - AnonymousSorry about the bump, was on vacation.
I'm only having one more issue now and then I am pretty much done with what I need.
So right now when the 2nd player spawns their camera will be on both screens. So the original player who joined will not have their own camera, so kind of like the original problem and I still can't figure it out, and I am not using the OVR script, Im just using the normal FPS script. - petereptProtegeBy default your players prefab should have camera disabled. Add a network behaviour script to it and override the OnStartLocalPlayer method. In there turn on the camera.
- Anonymous
"peterept" wrote:
By default your players prefab should have camera disabled. Add a network behaviour script to it and override the OnStartLocalPlayer method. In there turn on the camera.
This worked, thanks!
Though now the oculus camera drops to the floor while playing for some reason, though that shouldn't be too hard to fix - petereptProtege
"wwm0nkey" wrote:
"cybereality" wrote:
You are using the legacy integration? Have your tried with the new built-in VR support?
Yeah, but when I do that, the character direction doesn't change where the person is looking and becomes very disorientating. I'm assuming there is probably a simple way to fix that yes?
To make the built in FirstPersonController rotate with the players head please see my post here:
https://forums.oculus.com/viewtopic.php?f=37&t=24147&p=281047#p281047 - AnonymousGot it all working now. Thanks guys!
All that's left is to get the GUI/HUD to join MP to actually work now so I don't have to use LAN anymore.
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