Gorilla 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!Solved34KViews3likes32Commentsgorilla 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?28KViews4likes34CommentsUnreal Multiplayer issue Joining Session
Hi, I've posted this on the Unreal forums as well so if I get an answer there I will post it here. I've been developing a VR demo in Unreal 4.22 for the Quest for about a month with great success. It is a multiplayer shooter and I've been hosting on the Quest or Vive and have tested with 4 players, everything's great, until... Randomly about a week and a half ago, for some reason the Join Session node is not allowing the client to connect to the listen server anymore. When the client calls Join Session after finding the server, the Join Session node fire off and complete off the success pin as if everything is fine! except nothing happens... I also setup a test in 4.23( of course following the instructions on this site) and am experiencing the same issue or issue where I connect to the listen server but it isn't the same instance of the server as the players cannot see each other inside the level. Has something changed recently regarding networking on the Quest? Is anyone else having multiplayer issue in Unreal recently? I feel like something changed and I just don't know about it.14KViews0likes25CommentsData 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. Pat12KViews3likes23Comments*Multiplayer does not work Quest 2 UE4.26?*
Quest 2 - Quest 2 online pool browse and online using BPs Ue4.26 doesn't work. I create session (host) open map listen and on the other headset can see the server and it says there is one player in that server. When I join the server it says its successful. However nothing happens, and the server browser now says the server has two players; but I never moved either way???? I never see the other player. https://issues.unrealengine.com/issue/UE-82549 I even applied these fixes to the source and still doesn't work? I purchased a second Quest 2 to setup multiplayer only to find it doesn't even work I am using the Oculus source with everything setup correctly game passes all validations. I really need help with this I have done everything I can. Thank you.Solved6.8KViews1like13CommentsMultiplayer with OVRPlayerController prefab and center eye issue
Hi! I'm trying to make a multiplayer application using Unity 5.4.1p1 with Oculus 1.10.0.308075. Using Unet for network management and use OVRPlayerController prefab as spawn info > player prefab. Problem is, when i create a session and load first scene by clicking a button at lobby scene, center eye anchor transforms x rotation doubles somehow. If i click create session button on a panel (center eye rotation ~= x: 24 y:0 z:0), at the loaded level center eye x rotation becomes ~49. Meanwhile left and right eye cameras x rotations are ok (~24). What can be the reason? What can be the solution?5.2KViews0likes18CommentsCompetitive 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?4.1KViews5likes6CommentsJoinSession Crashes Game w/ Oculus Online Subsystem
I am amazed anyone is able to get Oculus platform features working. I am desperately seeking advice from someone who has and might be able to help me resolve this issue. I'm using UE4.27 but also had the issue with UE4.26. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool: I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server: There is another event on my GameInstance that can be called to join the first multiplayer session it finds: When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" entries in the MatchMaking debugger within the Developer Dashboard. When Headset B calls JoinAnyMultiplayerSession the application is able to successfully find the session created by Headset A (I can see the oculus username, ping, # players, etc) but when it calls the JoinSession node the application on Headset B (client) crashes with this stacktrace: ''' Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 in tid 26349 (GameThread), pid 26301 (on.Redacted) *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/18371800151900000:user/release-keys' Revision: '0' ABI: 'arm64' Timestamp: 2021-09-20 22:09:13-0400 pid: 26301, tid: 26349, name: GameThread >>> com.redacted.Redacted <<< uid: 10708 signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddd99999987 x0 0000007c88bab220 x1 dddddddddddddddd x2 ffffffffbbbbbbba x3 dddddddd99999997 x4 0000007c44766dda x5 000000000000000a x6 00410056004e0049 x7 000000440049004c x8 7fffffffdddde000 x9 000000007fffffff x10 0000000000000000 x11 000000000000003e x12 0000007c87f37b00 x13 000000000000001e x14 0000000000000000 x15 0000000000000032 x16 0000007cc25d5588 x17 0000007db227e0c0 x18 00000000000009bc x19 dddddddddddddddd x20 ffffffffdddddddd x21 0000007d20573060 x22 0000007cc8548020 x23 0000007d20573030 x24 0000007d20bf1ec0 x25 0000007cc8548020 x26 0000007cc8541c40 x27 0000000000000000 x28 0000500000000000 x29 0000007cc85417b0 sp 0000007cc8541780 lr 0000007cbbdac860 pc 0000007db227e0e0 backtrace: #00 pc 000000000007e0e0 /apex/com.android.runtime/lib64/bionic/libc.so (memcpy+32) (BuildId: a6e0ca3a9989715134d1d1e2126e0f7a) #01 pc 00000000091e56b0 /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (FOnlineSessionNull::JoinSession(int, FName, FOnlineSessionSearchResult const&)+484) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #02 pc 00000000088d575c /data/app/com.redacted.Redacted-c7HxzmlY5sNeNxNHvQ83Ew==/lib/arm64/libUE4.so!libUE4.so (offset 0x81fa000) (UJoinSessionCallbackProxy::Activate()+292) (BuildId: d0ce462983f959eb6d3ac237d4c2a08985da6379) #03 pc 000000000004debc <anonymous:7c89c40000> ''' I've determined the specific line that is failing is OnlineSessionInterface.cpp:702 where the call to SearchSessionInfo->HostAddr->Clone() is made: I'm not sure if it's related (seems likely) but leaderboards also don't work for me. My call to "Write Leaderboard Integer" reports success but I never see any scores posted to my leaderboard when I look in the Developer Dashboard. Is it expected for FOnlineSubsystemNull to be used when I have the Oculus Online Subsystem enabled? Some sort of optimization since both of my headsets are on my LAN? Seems wrong to me but other oculus platform features are working, like creating a multiplayer session or finding available sessions. Totally confusing and frustrating. I've read the docs over and over. I've tried every suggestion I can find, including those in this reddit thread. I tried unsuccessfully to get the UE4/Oculus realtime debugger working so I've been limited to log message debugging. I am desperate to find a solution to get leaderboards and matchmaking working with the Oculus Online Subsystem. If anyone has an idea of what it could be, or something to try, please let me know! I've run out of ideas.4.1KViews0likes4Comments