Skip to main content
New Participant
July 5, 2019

Oculus Input in network issue

I have created an application on unity, the users use oculus headsets and they can connect to a host which use it too. The host can move using the input of the oculus but the other client cant because the input are disabled as soon as they connect to the host. They have network transform and the tracking is working, only the input doesnt work. When I use the method GetConnectedControllers, it send "None". Is this a bug or I'm missing something ?

Unity version is 2019 1.1 and Oculus 1.36.0

This topic has been closed for replies.

1 reply

Up and Coming
July 9, 2019
I don't have an immediate answer to your question, since your info provided is rather vague. Have you prior networking experience with unity? Do you check whether the player is host or client and handle inputs accordingly different? This might be a general networking problem rather than OVR related. Obviously you want to disable the controls for remote players only.

There are multiple VR multiplayer tutorials on Youtube. You could watch one and see how their approach differs from yours - It's a great way to learn things about stuff i thought i knew sufficiently i think. Changing the point of view and all that...

Just wanna make sure you take that into consideration. You know, just in case.