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Multiplayer fixes and Improvements #809
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Ensure that the room name the user chooses persists across sessions in multiplayer mode
mikeage
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Jan 5, 2025
The body of the PR lists three things, but there's only one commit here... |
Revised percentage tracking to embed the progress directly into the ReliableKey, streamlining the process and simplifying debugging.
Multiplayer Manager to set the voice prefab as a child of the player prefab so that
Speaker prefab is now child of the head transform
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…on/open-brush into multiplayer-fixes
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Spatialized max distance needs to be adjusted based on the `App.Scene.Pose.scale` to do so we introduce a new script `MultiplayerAudioSourcesManager` which set all of the remote users audioSources max distance whenever the scene scales up or down
Introduce a `RemotePlayer` class with `PlayerId`, `Nickname` and `ItransientData`, extendable with Role (e.g., observer/editor/owner) and VoiceStatus (e.g., muted/active speaker). Abstracts player details from the Photon SDK for better flexibility and clarity. Includes a list of `RemotePlayer` ready to be displayed and interacted with on a panel.
This Pop Up Window will enable the user to list the users, pass ownership, turn on and off users voice and edit user role
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fix missing collider
This shout the local audio source of the corresponding remote player
removing redundant code and adding max player for testing
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Fixes
Improvements
Current Problem : For some reason right now only admins can access the room created.
Possible cause : I believe the cuase might be due to the code that manages the max number of users.