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June 30, 2015

Rift support over 5.1 multiplayer?

Okay so I have multiplayer working, but I can not for the life of me seem to get the camera to work individually. Movements for players are individual but when someone joins they take over the hosts OVRCamera.

Does anyone know how to fix this or have a script for camera support over networking on 5.1?
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    10 replies

    Inspiring
    June 30, 2015
    You are using the legacy integration? Have your tried with the new built-in VR support?
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    Up and Coming
    July 1, 2015
    and UNET, legacy, Photon, or other networking ?
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept
    July 1, 2015
    "cybereality" wrote:
    You are using the legacy integration? Have your tried with the new built-in VR support?

    Yeah, but when I do that, the character direction doesn't change where the person is looking and becomes very disorientating. I'm assuming there is probably a simple way to fix that yes?
    "peterept" wrote:
    and UNET, legacy, Photon, or other networking ?

    UNET
    July 1, 2015
    Yup it was just me being dumb! lol

    But I do have another issue now, the game works and everything, but I can not see the Network Manager HUD when using Oculus. It is pretty important to have that so does anyone know which offsets to use to get it to appear?
    Up and Coming
    July 2, 2015
    The default HUD contains the following keypresses (if you have a keyboard!):

    H - Start Host: manager.StartHost();
    S - Start Server: manager.StartServer();
    C - Start Client: manager.StartClient();

    X - Disconnect Host: manager.StopHost();
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept
    July 6, 2015
    Sorry about the bump, was on vacation.

    I'm only having one more issue now and then I am pretty much done with what I need.

    So right now when the 2nd player spawns their camera will be on both screens. So the original player who joined will not have their own camera, so kind of like the original problem and I still can't figure it out, and I am not using the OVR script, Im just using the normal FPS script.
    Up and Coming
    July 6, 2015
    By default your players prefab should have camera disabled. Add a network behaviour script to it and override the OnStartLocalPlayer method. In there turn on the camera.
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept
    July 6, 2015
    "peterept" wrote:
    By default your players prefab should have camera disabled. Add a network behaviour script to it and override the OnStartLocalPlayer method. In there turn on the camera.

    This worked, thanks!

    Though now the oculus camera drops to the floor while playing for some reason, though that shouldn't be too hard to fix
    Up and Coming
    July 7, 2015
    "wwm0nkey" wrote:
    "cybereality" wrote:
    You are using the legacy integration? Have your tried with the new built-in VR support?

    Yeah, but when I do that, the character direction doesn't change where the person is looking and becomes very disorientating. I'm assuming there is probably a simple way to fix that yes?


    To make the built in FirstPersonController rotate with the players head please see my post here:

    https://forums.oculus.com/viewtopic.php?f=37&t=24147&p=281047#p281047
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept
    July 7, 2015
    Got it all working now. Thanks guys!

    All that's left is to get the GUI/HUD to join MP to actually work now so I don't have to use LAN anymore.