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75 replies

typeeh
Participant
May 31, 2022

Yes Please!

Also No matter where we edit the project name the apk is still shared-spaces.apk... 

 

Inspiring
May 31, 2022

If you make a new project or integrate this plugin to one you already have created, the apk should not tell you "shared-spaces.apk"
I leave you the guide and maybe it will serve for another person, sorry for the English of the document.


https://docs.google.com/document/d/1mb1YBlNyfjJ94gCY0rIi364pBIvkPko0rjiDumEcKto/edit?usp=sharing

typeeh
Participant
May 31, 2022

Thank you!!

 

typeeh
Participant
June 13, 2022

Hi ysquall 

I followed the guide (thanks again) - but get a error when i build by project in VS.


Error Could not find definition for module 'Photon', (referenced via Target -> OVRPlatform.Build.cs) 

 

I had copied the plugin folder from the Shared Spaces and it includes the PhotonNetDriver folder..

Im must have missed something ...

 

ANY HELP APPRECIATED!

Inspiring
September 18, 2022

Could you fix this?

Honored Contributor
September 19, 2022

fix what exactly?

Honored Contributor
July 1, 2022

I am also trying to learn this project. I managed to upload to Oculus and install on my Quest. Would you want to try if it works? I could try to help you out if it works

Honored Contributor
August 1, 2022

I made it work using 2 headsets. Now i am trying to make voice work so the 2 people can talk to each other.
Anyone has any idea how to do this?

Up and Coming
August 1, 2022

Push to talk is included in OVR Plugin. Just needs a few blueprint nodes activating

Inspiring
September 19, 2022

I mean the problem that "tipoeh" had when compiling.

typeeh
Participant
September 20, 2022

Yes - I had to use the original project rather than my own to make all the refrences work, it was a real pain. Ends up after all that work sharedspaces wasnt that useful because we are making a game rather than an 'expirence' , you need to have a dedicated server for performance reasons (using a headset as a server is not ideal!), as well as how this example was setup was not exactly how a replicated example would be - ended up on a AWS and dedicated server using proper replication.

 

Participant
November 3, 2023

After having the UE Oculus SharedSpaces sample built and deployed on the Meta Quest Developer Hub, it is installable correctly on the headset, it runs but I'm also stuck in the TransitionMap level. Could someone please share how to get past this point?

Inspiring
November 3, 2023
Hello, if you are referring to how to go from one level to another from unreal, you must do the following.
 

 


Also keep in mind that you should have created destinations at https://developer.oculus.com/ with the same name as the level you have in unreal.

 

Participant
November 4, 2023

Thanks for your reply.

Actually found out I had forgotten to add the Photon AppID in PhotonLBClient.h for this project. But when I do add the correct AppID, Unreal Engine keeps crashing every time I try to run the preview:

[2023-11-04T09:18:41.031Z]LogNet: Error: 2023-11-04 05:18:41,031 ERROR   Client.cpp                     ExitGames::LoadBalancing::Client::onOperationResponse()      1556  OperationResponse - operationCode: 231, returnCode: 32755 (Authentication type 'Custom' not supported)
[2023-11-04T09:18:41.031Z]LogNet: Error: 2023-11-04 05:18:41,031 ERROR   Client.cpp                     ExitGames::LoadBalancing::Client::onOperationResponse()      1570  OperationResponse - operationCode: 231, returnCode: 32755 (Authentication type 'Custom' not supported) {}
[2023-11-04T09:18:41.032Z]LogNet: Error: 2023-11-04 05:18:41,032 ERROR   Client.cpp                     ExitGames::LoadBalancing::Client::onOperationResponse()      1573  authentication failed with errorcode 32755: Authentication type 'Custom' not supported
Exception thrown at 0x00007FF80FA0DA7D (ucrtbase.dll) in UnrealEditor.exe: 0xC0000005: Access violation reading location 0x0000000000007FF3.

Any idea how to resolve that?