257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)19Views0likes0CommentsMeta Avatars 2 Lipsync - PUN 2 & Photon Voice issue!
Dear Devs, I'm struggling with problem since a week. I use PUN 2 and Photon Voice to bring Meta Avatars 2 in a multiplayer environment. Below are my issues, 1. When there is no Photon Voice setup in the scene, the Meta Avatars lipsync works perfect in the Photon multiplayer room. 2. When I add the Photon Voice to the prefab and setup the scene with Photon Voice Network, only the voice is there the Meta Avatars lipsync does not work. I understand there is a race condition happening between these two plugins. Please kindly help me resolve if anyone has already resolved such problem. This thread can help other devs as well in the future. Thanks!Solved12KViews1like29CommentsAvatar apply stream data error: "ovrAvatar2Streaming_DeserializeRecording failed with NotFound"
Hi I am trying to synchronize avatar poses over the network. For this I send the byte array I get from OvrAvatarEntity.RecordStreamData_AutoBuffer(lod, ref tempArray); When I try to apply this to the avatar with OvrAvatarEntity.ApplyStreamData(in slice) I get the error: "[ovrAvatar2 OvrAvatarAPI_Streaming] Operation (ovrAvatar2Streaming_DeserializeRecording) failed with result (NotFound)". This seems to be because the result returned from this external call ovrAvatar2Streaming_DeserializeRecording(entityId, sourceBuffer, bytes) to the oculus api on line 87 in OvrAvatarAPI_Streaming.cs is NotFound. Does anybody know what this result code means or what could cause it? As far as I can tell my byte array gets transferred correctly and the entityId is set as well.2.6KViews1like3CommentsPing Pong VR , best way to sync a ball? PUN2
Hi, i'm trying to include a ping pong minigame in my VR multiplayer app, but i'm having problems with the syncronization of the ball, in fact only the OWNER of the PUN room can se the ball moving smooth, the others can see the ball lagging, so the game is unplayable. I'v tried to change the OWNER when the ball is hitted but the result is not that good, so i want to sync the ball for everyone in smooth way. I will try to share you the but is in ITALIAN so it will be taugh to uderstand, i'm sorry. Which is the best way to sync a ball? I guess the problem is that the ball react just too the racket gravity. THE BALL OBJECT has this for the SYNC The script of the racket when it the ball does this 1) Make the controller Vibrate 2)Direct the ball to the other racket (aimTarget) 3) Set the velocity and the SyncronizedValues for the Photon tranform View Classic Component882Views0likes0CommentsOculus invites and Photon
Situation: We using Photon for networking and trying to implement oculus invites. Currently, looks like user FORCED to be in a oculus room to send invite, event thought we can send any ulong(with length limitation) room id there. Therefore we forced to do some hacks for it to work: inviter: [if NOT in room(CreateOculus room -> Created photon room with same roomID)] -> Start oculus inviting process invitee: [if in room(Leave oculus room -> leave photon room)] -> joint oculus room -> join photon room And all of this is because we didn't found any way of starting invite process while NOT being in any oculus room. Question: Are we missing something? Is there any way to send oculus invites with out being in oculus room?2.4KViews0likes3CommentsUnable to network meta avatars using Photon
I was able to successfully use the ApplyStreamData(bytes []) method locally to transfer body and lipsync tracking data from one avatar to another. Thererfore I thought it would be simple to repeat this process using Photon as a means to transfer the data to an avatar remotely. For some reason it's not working. I've followed the data being received and passed through ApplyStreamData(bytes []). After that all the right functions within the SDK seem to be getting called and I get no errors. However, the arms and lips of my avatar are still not moving! Has anyone else ran into this problem? For context I'm testing with an Oculus Quest 2 and the UnityEditor. Here is the receiving side of my code for reference: List<byte[]> m_streamedDataList = new List<byte[]>(); //Tracking Data bytes are recieved here [PunRPC] public void RecieveStreamData(byte [] bytes) { m_streamedDataList.Add(bytes); } //Runs through data list every frame applying streamed data private void Update() { if (m_streamedDataList.Count > 0) { if (IsLocal == false) { byte[] firstBytesInList = m_streamedDataList[0]; if (firstBytesInList != null) { ApplyStreamData(firstBytesInList); } m_streamedDataList.RemoveAt(0); } } }998Views0likes0CommentsOculus Avatar lip sync Issue with photon voice
Hi All, We are developing a multiplayer application with Oculus avatar system and photon voice chat. When we enable photon voice chat, Oculus avatar lip sync is not working. But Lip sync is working when we disable Photon voice feature. Please Help us to solve this issue. Thanks in Advance. We are using the following version, Photon voice 2 version 2.5 Unity version 2018.2.16 f11.6KViews1like4CommentsInverse Kinetics Is Not Working in a Multiplayer Game
I'm developing a multiplayer app for both the Oculus Rift and Quest using Unity, Photon PUN 2 (Photon View, Photon Animator View, etc.), and the VRIK feature of Final IK (from the Unity Asset Store). In terms of humanoid model avatar motions following the player's hand and head motions, for the Rift everything works fine except that the other player's avatar is in its default state (in my case with the arms elevated and extended away from the body) and completely motionless. For the Quest everything's fine for the first player until the second player enters the room, at which point the hands of both players' avatars lock up and can't be moved. Any insight as to how to resolve these issues will be greatly appreciated.827Views0likes1CommentRemote rendering for Gear VR?
Dear Community, I am developing a multi-players demo game for gear VR, I am using a self hosted Photon server for multi-players support. One problem for me now is that the scenes are considerably complicated, as a result the FPS are too low to provide a decent user experience. Simplify the scenes and dynamic objects will definitely gain some FPS however I won't want to sacrifice the visual quality. I am thinking of a remote rendering model, basically instead of rendering on the phone, I would want to use the phone/GearVR only as an input and display device. Basically the phone/GearVR collects user inputs, send it to server, server perform rendering based on user poses and inputs, and send the rendered frames back to phone/GearVR for display. I am rather new to Unity/Oculus development space, so I am just wondering what are the minimum changes based on the original project I need to make in order to realize such a remote rendering model?634Views0likes0CommentsPhotonView isn't working in OVRCameraRig/CenterEyeAnchor ,LeftHandAnchor and RightHandAnchor.
Hello! I'm trying to make a multiplayer game. I'm using Unity2017.3.1.f1 and OVRPlatformSDK_v1.24.0 and finalIK Now , I'm trying synch CenterEyeAnchor transform,LeftHandAnchor transrfrom and RightHandAnchor transform. I added Photon View and Photon Transform View Component. But Transform don't synch other client. All of position and rotation are. How Can I solve it?669Views0likes1Comment