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New Participant
June 1, 2022

Testing Oculus Shared Spaces Unreal with only 1 headset?

Hey, I'm new to multiplayer but not Unreal. I think I have a decent understanding of how client server should work. 

When I deploy to my quest 2, I'm the host, but according to the docs I'm acting as a listen server, making me the master client. So am I correct in assuming that while I'm the listen server, I'm still a client abiding by the servers rules, so therefore I'm able to properly test network replicated logic as other players connecting to my lobby with my game build would experience it? Or would I need a second headset to properly test network replicated gameplay?

Cheers!

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    3 replies

    prozac
    Meta Employee
    June 1, 2022

    With only a single player you aren't exercising the replication system. For example, your player position is broadcast, but there is no one else to receive the data and apply it. 

     

    It's best to have another headset to test with. Though it may be possible to run in editor and on device and get them into the same room. To do this you need to:

    New Participant
    June 3, 2022

    Thanks, that makes sense.

    When trying to group the apps, the platform services page won't allow it, saying "Quest App Lab apps cannot be grouped with Store apps."

    My process is:
    - in my developer dashboard I created my app for Quest App Lab

    - create another app in the dashboard, selecting rift this time
    - Go back to my Quest app > platform services > move


    - I get the same message when going to the Rift app and trying to group it that way. Also creating a new empty grouping will give the same message
     

     

     

    prozac
    Meta Employee
    June 3, 2022

    That is unfortunately a limitation of the developer dashboard. To link the apps, you must use Quest store and Rift store. It doesn't allow AppLab.

     

    So if you want to develop this way, you'll need to create a Quest store app for development and then migrate to AppLab before releasing. Just make sure to test the AppLab version with someone else with a headset before submitting it for review.