Competitive Games Thread
Hey everyone! I'm one of the new Moderators, and I wanted to say hello. I also want to ask you guys what you're playing as far as competitive multiplayer games. I used to be more of a fan of single player and cooperative gaming experiences, but when I was in high school I started playing Rocket League when it released. This game got me absolutely hooked and it is a game I still play to this day. I think the most rewarding part about these games is seeing the tangible progress you're making compared to other players. I feel like competitive games get a bad wrap because they tend to have more toxic communities than other genres, but for me nothing matches being able to easily measure my progress and compare it to other people. In addition to Rocket League I play a little bit of CS:GO but am not as competitive, and mostly just play with friends. What kind of competitive games are you guys playing? Are there any you would recommend that maybe a lot of people don't play, or are underrated?4.1KViews5likes6Commentsgorilla tag not entering public lobby
I play on quest 2. I've been away from home for 2 weeks and when I came back, I turned on gorilla tag, jumped out the stump, waited a few seconds like I usually do, and nothing happened. I didn't enter a lobby. I restarted my quest and uninstalled and reinstalled gorilla tag but still, nothing would work. Can someone help please?28KViews4likes34CommentsUE4 Multiplayer
Hello all, Has anyone managed to get the online subsystem working between 2 headsets yet ? I have been playing around for around a week and still no luck !. It seems to be to complicated for what it is surely there must be a step by step guide on how to successfully connect 2 headset together.3.8KViews3likes8CommentsData Streaming from Unity VR app to mobile (iOS/android/web) client
Hi there, I'm currently working on a VR app for a client, which will run on the Oculus Quest/Quest2. One of the base requirements is that the VR app can be interacted with from an external client application through two-way communication. The mobile client should be able to trigger certain events within the Quest app - for example, pause/continue/next scene/trigger sound, etc. The mobile client should also be able to receive data from the Quest app - things such as the user's performance metrics in a certain part of the experience. In my initial research, I've stumbled upon several options: UDP/threading/OSC/PUN/Mirror/Normcore/WebRTC, and I'm feeling slightly overwhelmed (I have no solid networking experience in the past). If possible I would like to avoid some of the heavier networking frameworks, as I want to avoid having to refactor all my code to accommodate for these. There isn't necessarily a need for full synchronization of game-states like there would on a real-time multiplayer game, only small custom data packets. Any guidance would be massively appreciated! I'm way in over my head at the moment. Thanks in advance. Pat12KViews3likes23CommentsPlease update the Unreal Oculus Platform SDK Sample Project
The Oculus Platform SDK Sampel Project for Unreal Engine (which you can download here https://developer.oculus.com/downloads/package/oculus-platform-sdk/) is not working. Direct Connection: I can connect via OculusID.oculus with a listen server, but pawn movement of the client is not displayed on the server. Probably some authority problem. No clue where authorities are managed here. Connection via Oculus: Creating a Session works and the client friend can click on the server-friend's created session to join. When clicking Start Session nothing happens. Sometimes one or both players are getting kicked out, the status messages show different things for both connected players, it is not possible to invite a friend to the session and destroying sessions does not work. VoIP does work sometimes. And please work with Unreal to create the missing SDK Blueprints: A lot of SDK features are currently only for C++, please add these as blueprints. Also, Avatar SDK in combination with multiplayer... Also a in depth guide on how to do all the Oculus SDK things and a tutorial for a fully working sample game with every SDK feature in it would be amazing. Maybe Unreal could provide a template to download. I love you guys at Oculus and Unreal, but please help the UE4 VR devs a bit more in creating amazing multiplayer experiences:)3.3KViews3likes13CommentsAny possibility of sharing spatialanchors in a local network?
So I've gotten the whole spatial anchor photon multiplayer to work, and it works pretty well, however I would really like to have the whole application be able to run on a local network. I've set up everything but I run into the problem that OVRSpatialAnchor is not serializable and cannot be converted to byte array or json for transport. I've even tried sending the OVRSpace and UUID seperately but OVRSpace is not serializable either and doesn't seem to contain the actual data just the ID to access the data (probably from the cloud). Now it has to be possible to serialize this data as there is an option to store the data locally. (unless that can be saved even though it isn't serializable?) Does anyone know what data format to use to do this manually?1.4KViews3likes2CommentsGorilla Tag 0 players
I was recently banned on Gorilla Tag and now it's letting me go in but it says there's zero players online. I've looked everywhere online to find out what's going on and I've found some suggestions like restarting my router, closing the game and reopening and something about a meta update. I've tried everything except the update and it hasn't worked. I clicked the meta update link from the Gorilla Tag website but it just took me to my account where I was unable to find anything regarding an update. Any suggestions on how to fix this? I'd like to.avoid Uninstalling and reinstalling if at all possible. Thank you!Solved34KViews3likes32CommentsInvite to app not working for some users & potentially breaking Oculus social platform
I am currently trying to implement the Invite to app / destinations / group presence features into a small test app for R&D purposes. At the moment, the app is able to set a user's group presence and display the group presence to players launching the app through an invite. For a couple of test users, this app has worked correctly - allowing them to set a presence and invite each other without issue. However, for me and one other user since using the app, we have experienced various issues with the Oculus social platform. For me - my Oculus account is no longer receiving invite notifications from any app that implements the Oculus invite system - not just my own test app. I have been unable to rectify this issue even with a full factory reset of the device. For the other user - their online status on the friends list seemed to be displayed as offline to other users despite them being online, with any invites or messages sent by them not appearing to other users. This was able to be rectified by them starting a party within the social window in the headset, which set their status back to online and fixed the issue. I am not sure whether a potentially incorrect implementation of the Invite system in my test app has caused these issues or if it's a coincidence and the issue lies with the Oculus api as a whole but in either case this seems like something fairly urgent that needs to be raised and addressed. If anyone has any knowledge or advice on these issues it would be greatly appreciated, I'm currently at a loss as to what's going on here.944Views2likes0CommentsBroadcastNetworkFailure : Your connection to the host has been lost.
I'm getting this error often when I leave a multiplayer match and try to rejoin. It doesn't happen every time. When I leave the match, DestroySession says it succeeded every time. And then it has no problem finding the match - but when I try to connect, I get this error. Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver OculusNetDriver_2147481580 [2020.05.04-21.53.40:239][381]LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost. Does anyone know what causes this?3.2KViews2likes1CommentAccepting Group Presence invites inside the app
Hi guys @OculusSupport , I'm implementing the multiplayer in my app using the Group Presence / Destinations APIs + Photon, using Unity 2020. Problem: - I can't find a way to let the users accept an invitation without going to the Notifications panel in the Oculus menu. This is horrible, because most of the users cannot find the Invites after the Toast is hidden. I've seen that in the old (to be deprecated) Rooms API we had the "Rooms.SetRoomInviteReceivedNotificationCallback", but I can't find anything similar for the Group Presence API. Also, I can use "GroupPresence.SetInvitationsSentNotificationCallback", "GroupPresence.SetJoinIntentReceivedNotificationCallback", but there is no "GroupPresence.SetInvitationsReceivedNotificationCallback". Does anyone have a clue about this?? Thanks in advance1.7KViews1like1Comment