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December 4, 2024

How to setup simple multiplayer for prototyping?

  • December 4, 2024
  • 2 replies
  • 734 views

I'm in the early stages of multiplayer prototyping and looking for a simple way to connect with a couple people over the internet for preliminary testing. From my understanding, the current SharedSpaces example uses the full store-integration setup (app ID, photon subsystem, etc). I don't want to go through the hoops of submitting my app for verification and store release yet, I just want something simple that allows me to test gameplay and make sure my replication is working properly. I know there are other examples that use Steam's subsystem, but this does not seem to work on a standalone build, unless I'm misunderstanding. Does anyone have any examples/resources that cover this? I am a designer, not a developer, so any solutions that stay inside blueprinting would be preferable, but I'm open to learning C++ if it's the only way to get this to work.

In summary, looking for a solution that:

  • Allows connection over the internet, not just LAN
  • Works on a standalone build
  • Can be sideloaded, not store-distributed

Thanks

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    2 replies

    Honored Contributor
    February 23, 2025

    you can submit to the meta quest lab and dont publish it. then you can make some test users from your developer account and use these test users to log in on other headsets and test the multiplayer features. I did this setup with the shared space sample.

    Up and Coming
    May 5, 2025

    I think you are wrong.

    Meta notes following:

    These steps must be completed prior to working with test users:

    - Enable Developer Mode.
    - Verify your developer organization.

    As you see without verifying organization you can't create test users.


    dario.maciel wrote:

     I did this setup with the shared space sample.


    Can you describe your steps of testing MP without verifying identity or organization (only as developer account)