Unreal 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.13KViews0likes25CommentsShared space in same physical location for multiple users -- Space Sense?
Hi Everyone, We have an experience in which multiple people HAD been able to slowly walk through an orchestra as the sound changed. Worked very nicely for a large public. BUT: we had been using Space Sense to give people a sense of the others in the environment (which was being monitored), but it seems to have disappeared or failed last year. Sometimes one sees a bit purple throughput, like a ball of tumbleweed, but basically it's not working. This was essential to our mode of presentation. Does anyone have any idea 1) what happened to space sense or 2) what is the most simple, robust replacement? Am I missing something simple?412Views1like0CommentsTesting Shared Spatial Anchors during dev
Hello everyone, I am building an app that requires shared spatial anchors, thus it is a multiplayer app. So I have two questions: 1- Quest development requires using Quest Link when trying the app in Unity, which is fine, but when I want to test in multiplayer, I often use ParallelSync and open two Unity editors. But it seems abit difficult to do the same now on the same PC connecting 2 Quest devices. Any suggestion around this? 2- Sharing spatial anchors requires App ID, which seems to only work after you build the app and upload to App Lab, this will be incredibly time consuming, is there a way to use and share spatial anchors using Unity Editor and Meta Quest Link without building every time? Thanks alot everyone.1.6KViews0likes0CommentsAccepting 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 advance1.7KViews1like1CommentDoes Meta's Multiplayer services only provide invite multiplayer or is it more similar to steamworks
I am working on a peer-to-peer vr game and looking into multiple options for multiplayer. I know Steam has steamworks, which acts as multiplayer servers for Steam-only games. I was looking into various OnlineSubsystems (I am on unreal engine) and I found meta/facebook supposedly has one. It is hard to find documentation so I wanted to ask if the multiplayer services can be used for general multiplayer with strangers, rather than friended or party users. edit: wrong category, sorry481Views0likes0CommentsAny 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?1.4KViews3likes2CommentsGroup Presence Roster Panel is broken today
Hi guys, My app has been published in the store for more than two weeks no, but suddenly the Roster Panel is broken, so no one can invite friends or use multiplayer. I can see it is also broken in your example app Shared Spaces. Do you have an ETA for the fix?591Views1like0CommentsCPU level not increasing fast enough
Hi, I noticed that the Dynamic Clock Throttling is sometimes not fast enough to react to the CPU performance demand and even lowers the CPU level when it shouldn't. If I put the headset to sleep and wake up the headset after a few seconds I will have a few seconds where the FPS will be around 36 while the CPU and GPU levels are both on 0. And only after a few seconds(3s to 25s) does the level increase to match the performance required. If you have any solutions please let me know. I tried setting the CPU and GPU levels to 3 on application focus which solves the problem until I remove the high level and then Dynamic Clock Throttling will lower the CPU level to zero which causes the PFS to drop to 36 until it re increases the level up to match what's needed. I have attached a photo of what happening where the blue arrow is where I get the low FPS drop due to CPU level being 0( on this screenshot it only happens for a few second because of me taking a picture but normally happen for much longer). Background: Using Unity 2020.3.25 Happens in multiplayer using Photon fusion. On Quest 2847Views0likes0CommentsUse PC simultaneous with Quest
Hello all. I want to make a VR application where I have 2 players run on same app (local multiplayer game) 1. Player 1 use PC (mouse/touchscreen) 2. Player 2 use Quest 2. Some time we need input from player 1, some time we need input from player 2. Some time both of player need input at same time. Is it possible to implement those kind of input with Quest 2? Can we detect which input is from mouse/touchscreen, which it put is from controllers? Thank you alot714Views0likes0Comments*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.Solved6.8KViews1like13Comments