Tutorial for creating a Room for a multiplayer experience
Hello, I have ordered an Oculus Quest as I would like to create a multiplayer experience. I would like to know: - Where can I find a simple tutorial to implement it in Unity? (the Social Starter App seems quite outdated and no much documentation about it) - Do I need a second headset to test my app or there is a way to do it using my computer to simulate a second player Ideally I would like the user to communicate over VoIP. Any help would be much appreciated. Thanks.761Views0likes0CommentsRunning Stand alone & Unity editor instance together for multiplayer testing.
I'm working on a multiplayer game and I would like to find a way to deploy a standalone version that does connect to the oculus rift and the unity version that doesnt. Currently when I run both stand alone and Unity editor, only one will run at a time. The other freezes until the app is clicked, then the view from my oculus rift switches to the other view. I'm sure I can simply just remove the OVR components and add a new camera but I was seeing if there was a better solution.935Views0likes1CommentUnity Oculus Multiplayer
Hello, I'm having some real trouble trying to create a two person (or more) VR experience with the Oculus Rift and Unity. I'm using the OVRCameraRig together with VRIK, which works really nicely so far as a one player, it's good fun messing around in front of your reflection. But I'm having real trouble adding a second person correctly. I'm using the Unity network manager to host/client my game and spawn players - this works! Though with each spawn I'm seeing the instance replicate the tracking movements of the local player. On the host, you can see your own body (instance), when the client joins you can see their instance, but it has your tracking movement from their position. And it's the same case on the client - they can see their local body/movement which is replicated on to the other instance. I hope that's understandable. I imagine that I would need to disable the OVR Tracking on each of the other instances, this works when I disable manually in the Unity player, but being that they all work off the same spawn player prefab I can't get my head around how to disable individually. I have a script on the prefab [-- if (isLocalPlayer) { Destroy(this); --] To try and run a script to disable OVR tracking, it works for the host machine - the host is tracking, the client instance is still. I think I'm nearly there - but then it has then also disabled all tracking on the client machine. Has anyone managed what I'm trying to do - I've been searching for days. So I'm now asking. Once I've cracked the above I'll then be using Network Transform to send tracking positions to and from each of the instances/clients. I hope someone has an idea, or better way to do this. Many thanks! I'm using Unity 2017.3.1750Views2likes0Comments