Forum Discussion
dredgeho2
1 year agoProtege
HOW DO YOU SET UP MIXED REALITY WHERE PLAYERS ARE IN THE SAME PLACE?
quest 2/3, unreal engine 5.4, blueprints, listen server I have my game setup with a listen server. All players can join game. In mixed reality the players headset and controllers should be on top of...
dredgeho2
1 year agoProtege
I never said magically. Typical response on this forum. You ask for help and people say "it's not magical dude you just need to read the docs" THE DOCS ARE GARBAGE. If the docs were so good and "my friend" then I wouldn't even be here asking this question... AGAIN and again.... and still don't have an answer.
And I've read that that webpage link multiple times and it does not tell you how to set it up. It's basic general info that doesn't help. And to top it off the shared anchors example for unreal engine doesn't even compile or even open in unreal engine.
Support here is a joke.
"Read the docs. They are your best friend!" Yeah that isn't true at all. The docs are awful and don't give examples that work. I had one document on here where the images (example code) were tiny jpgs that you couldn't even read.
And another example... where they want you to sign up to Photon just to see the example code. I don't need to sign up to photon for my project. It's all done as a listen server and people can already connect to each other and see each other. Problem is they are in the wrong place in the room and objects are not synced. And that link you gave doesn't fix this or explain it at all.
"You can use shared anchors to calibrate headsets in the same space."
OK so... how?? HOW! Again no examples. When I help people I show screenshots of my WORKING code so others can see how it works. People here are so secretive... it's either they don't want to help or pretend to help and not know what they are talking about.
jtriveri
1 year agoStart Partner
The docs there have sample code for sharing and downloading anchors. They do tell you how to set up anchors. Once a headset creates or downloads an anchor you can reposition the XR Rig so that the anchor position and rotation represents the origin of the world (you can think of moving the XR rig as the inverse of moving the virtual world relative to the physical world). That way you can match the positions and rotations of all the headsets’ world origins with the same physical orientation.
I have no screenshots of working code because I work on a different platform and it wouldn’t be helpful to you. I’m just trying to point you in the right direction. People here are not lazy, they just don’t have a lot of time. I can point you in the right direction and answer questions but I can’t set this up for you.
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