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NGO Scene Management and Syncing - PC VR Multiplayer Experience - Network Objects Not Syncing After

sophalofaa
Honored Guest
Coding Help
 

Hello everyone, I'm working on a PC VR multiplayer experience where the PC acts as the server/host character, and the VR players are clients. I'm using Unity's Netcode for GameObjects (NGO) for networking.

Here's my setup and issue:

Setup:

  • The PC is the host and the VR players are clients.

  • I have a custom scene management script here:Custom scene manager script 

  • All core game objects (Network Manager, Meta Networked Avatars, Scene Manager, an object spawner that is just a gimmick to drop little cubes), VR Rig, Players, Arduino manager(I'm using Uduino I'm fairly certain this is not the issue)) are set to Do Not Destroy On Load.

  • Scene Management is enabled on the Network Manager.

  • All network game objects in the second scene (indexed as Scene 1) are registered in the Network Prefab List in the Network Manager.

The Problem:

  • When I switch scenes (from the initial scene to Scene 1), the network objects don't sync properly:

    • In the Editor (PC host), I only see a Spawn Button in the NGO component, and clicking it doesn't seem to help.

    • The NGO component is visible on both the host and the client, but they are not synced after the scene switch.

    • Everything works perfectly in the initial scene; the issue only occurs after the switch to Scene 1.

    • I have an object spawner that drops grabbable cubes on input that is set to do not destroy from scene 0, is cubes are spawned in scene 1 these are synced.

What I Need Help With:

  • Is there something specific I’m missing with the scene change setup for NGO?

  • Do I need to do anything additional when switching scenes to ensure that all network objects stay synced?

Any guidance or suggestions would be greatly appreciated. Thanks in advance!

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