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Not working for multiplayer #86

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smittenz opened this issue Sep 15, 2024 · 12 comments
Open

Not working for multiplayer #86

smittenz opened this issue Sep 15, 2024 · 12 comments

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@smittenz
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If I set the movement enabled player to a networked player prefab once it is instantiated the tracking turns off I get these errors when manually attempting to allow these scripts to.
[OVRBody] Failed to start body tracking with joint set FullBody.
UnityEngine.Debug:LogWarning (object)
OVRBody:StartBodyTracking () (at ./Library/PackageCache/[email protected]/Scripts/Movement/OVRBody.cs:126)
OVRBody:OnEnable () (at ./Library/PackageCache/[email protected]/Scripts/Movement/OVRBody.cs:95)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

@luffy-yu
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I have figured out a solution to make it support multiplayer.

The basic idea refers to the Building Blocks multiplayer implementation based on Unity.Netcode.

FYI, I have attached the source files.

MovementMultiplayer.zip

Apply changes to the HighFidelityFirstPerson prefab.
2024-09-23_131113

BTW, you may need a simple network manager.

@smittenz
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smittenz commented Sep 23, 2024 via email

@luffy-yu
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@smittenz You are welcome! I'm glad it helps.

@smittenz
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smittenz commented Sep 24, 2024 via email

@luffy-yu
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@smittenz The core change is the NetworkOVRBody class, which substitutes the original OVRBody class. All other classes are to support the NetworkOVRBody class. It means as long as the original game object has an OVRBody component, it can be simply replaced with the NetworkOVRBody class to enable multiplayer.

@Polyphemous
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I have figured out a solution to make it support multiplayer.

The basic idea refers to the Building Blocks multiplayer implementation based on Unity.Netcode.

FYI, I have attached the source files.

MovementMultiplayer.zip

Apply changes to the HighFidelityFirstPerson prefab. 2024-09-23_131113

BTW, you may need a simple network manager.

Where do you put these files? I added to project and created an assembly definition so that it could find the referenced scripts from the meta packages but it seems its still not quite working.

@luffy-yu
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@Polyphemous Hi,

These files are taken from my project. You may try to remove the namespace, so no need to create an assembly definition.

If possible, you can share the console log here. I can take a look then.

@asgharas
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Des anyone has any idea on how to make this sdk work with Normcore?

@luffy-yu
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Des anyone has any idea on how to make this sdk work with Normcore?

According to my experience, most parts are the same. You only need to adapt the Networking part, such as network topology (host/client), lobby, game matching, transform/animation synchronization (NetworkTranform, NetworkAnimation), RPC, etc.

I heard of Normcore, but I didn't use it. I guess they should have corresponding components.

@asgharas
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@luffy-yu Thanks for your reply.
Normcore wasn't able to handle all the bones data. It was too much for it.
Went for Photon Fusion 2.

@luffy-yu
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@luffy-yu Thanks for your reply. Normcore wasn't able to handle all the bones data. It was too much for it. Went for Photon Fusion 2.

Welcome.

FYI, from my experience, Unity Multiplayer Networking is better as it provides the new Distributed Authority.

@andkim-meta
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Hello, we have released a networking sample using Movement SDK in the v71 release. You can find the documentation for this new sample that shows how to do networking with Movement SDK here:
https://developers.meta.com/horizon/documentation/unity/move-networking

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5 participants