I can only partly agree as the floating head is really not enough for the Metaverse. Unity has a massive opportunity right now to provide a fully customizable Avatar system like Meta Avatars, Ready Player Me and Pico Avatars but universal across platforms. To be able to just drop in a complete avatar system that uses Netcode (with Addressables support too please), an XR Origin, XR Interactions and it just works is desperately needed for the Metaverse. Right now Unity is so close, but have completely missed the mark with floating heads. Floating heads is not personal and the Metaverse is about connections. Come on Unity, we need a leader in this space as Meta is utterly distracted right now.
I can only partly agree as the floating head is really not enough for the Metaverse. Unity has a massive opportunity right now to provide a fully customizable Avatar system like Meta Avatars, Ready Player Me and Pico Avatars but universal across platforms. To be able to just drop in a complete avatar system that uses Netcode (with Addressables support too please), an XR Origin, XR Interactions and it just works is desperately needed for the Metaverse. Right now Unity is so close, but have completely missed the mark with floating heads. Floating heads is not personal and the Metaverse is about connections. Come on Unity, we need a leader in this space as Meta is utterly distracted right now.
@@hspxz There are quite generous free tiers using UGS, and with Unity's dedication to multiplayer, it won't be getting deprecated for a looooong time, if ever.
Interesting to hear Daniel Stringer on the Unity Chanel instead of just his own channel. A great tutorial and a great toolset from Unity I just wish they would update the tool to make LAN possible instead of forcing the use of their cloud which not everyone in training industries can use.
Both the Meta avatars and Ready Player Me avatars should be pretty doable to swap in. That would make for an awesome video and I'm sure loads of people would LOVE to see that!
I like the tutorial. Meta has Multiplayer Building Blocks which uses in Netcode from Unity OR Photon Fusion. I have used Photon successfully in the past. So I am a bit biased.
@@seven2z964It's built specifically to work GREAT with Meta headsets. In fact the majority of our development and testing were done with Meta Quests! (2, pro, 3, and 3s). We also tested a bunch of PCVR options as well. Pretty much anything running OpenXR.
@@seven2z964 It 100% does work with Meta headsets. We made sure to validate against the Quest 2, Pro, 3, and 3s, as well as a wide array of PCVR headsets. We leverage OpenXR to make cross platform seamless so you don't need to worry about a bunch of platform specific settings and defines. Just make a project with the template, create a build, and you're good to go. Share that build with friends / clients and immediately be able to connect to each other. Anywhere in the world, at any time, with basically zero setup required.
@@seven2z964 It definitely does. We extensively tested on Meta Quest 2 and Quest 3 headsets while developing this template. It's built for OpenXR, so it also supports most PCVR platforms (Vive, Index, WMR). And while not tested by our team, it should also support other android-based all-in-one headsets after bringing in their packages/SDKs.
@@seven2z964 Yes, this template works great with Meta headsets. We've done extensive testing on Quest 2, 3, 3s, and Pro, as well as a wide array of PCVR headsets. We built this template to utilize OpenXR, so any OpenXR HMD's will work!
UNITY: Please make a Meta Avatar equivalent and provide all the plumbing so that devs can easily drop into their app. You are so close here, but the floating head is not cutting it for the Metaverse in 2025. We need customizable avatars for mobile and PCVR and we needed them years ago. Please provide.
Lots of 3rd parties have this already. Ready Player Me is a great option if you plan to do cross platform, and if sticking with Meta, their avatars are also really solid!
This is going to be a naive question but is any of this multiplayer game setup possible without using Unity’s cloud services. My aim is to explore shared Architectural environments with my clients. Can this be done through a purely peer to peer connection that doesn’t require the Unity cloud?
Currently no, but we are planning to release an update this year that what will have LAN support along with some other nice features like Host Migration, and Distributed Authority.
Please add support for full character customisation, inuding a base, some different clothing layers and ofcoure things like hair i see alot of people wanting this and overall ik support and personally id like to see some sort of pvp elements added
In order to us to release a Unity Template, it must use only Unity packages that are not pre-release, experimental, or 3rd party. Unfortunately Unity does not have a package that we can leverage to add these features to the template at this time. I'd suggest adding them yourself, then opening up your work to the community. You could even make a tutorial series on YT, I'm sure a TON of people would love to watch that!
How do we Use meta's user ID from the login for the username. Being able to modify the login script to pull the username. This is needed for reporting players in multiplayer games. I know unity has the different authentication types. But when I tried to modify the scripts, unity would not allow me to modify them.
All the scripts are fully modifiable and open (just not the internal package files like XRI or NGO). This is very doable, the main thing you need to do is set up the entitlement stuff from Meta. Then after that entitlement success just set the player name directly. You can remove the option to change the name, so players only can use their Meta name.
@JoeGreive yeah i do this on my own usually. I was hoping that the script that authenticates for unity can be modified. But the file would revert back every time I saved it. I was hoping this project was more modular. Usually I can get a simple multiplayer set up with 3 scripts and I have my authentication. So this template is not helpful adding stuff. Is just a sample
@@endgamedevssorry it's not modular enough for ya! I've built half a dozen prototypes with this template over the last few months, where are you getting stuck? Is it just the auth stuff or something more?
There is plenty of money in VR. Maybe not enough for triple A studios that don't know how to budget, but for indies and training use cases VR has been paying my bills for 6+ years. A console and PC game may sell to 600+ million gamers at $60+ a game but a VR game can still sell to 16 million users at $30 a pop. So even with hosting revenue cuts a good VR game can make an indie studio plenty wealthy and it will keep VR training app developers gainfully employed for years to come.
These tutorials are really useful ❤ Thank You Unity for being active on UA-cam
Thank you as well for the awesome vids!
@ 😍
Time to start learning VR dev!
I don't think people appreciate how truly amazing this template is! Very nice work. Kudos to the team who built this ❤
it's connected to unity cloud, so tomorrow it's 50/50 chance to get depricated or extra 50$ fee per player per hour.
I can only partly agree as the floating head is really not enough for the Metaverse. Unity has a massive opportunity right now to provide a fully customizable Avatar system like Meta Avatars, Ready Player Me and Pico Avatars but universal across platforms. To be able to just drop in a complete avatar system that uses Netcode (with Addressables support too please), an XR Origin, XR Interactions and it just works is desperately needed for the Metaverse. Right now Unity is so close, but have completely missed the mark with floating heads. Floating heads is not personal and the Metaverse is about connections. Come on Unity, we need a leader in this space as Meta is utterly distracted right now.
I can only partly agree as the floating head is really not enough for the Metaverse. Unity has a massive opportunity right now to provide a fully customizable Avatar system like Meta Avatars, Ready Player Me and Pico Avatars but universal across platforms. To be able to just drop in a complete avatar system that uses Netcode (with Addressables support too please), an XR Origin, XR Interactions and it just works is desperately needed for the Metaverse. Right now Unity is so close, but have completely missed the mark with floating heads. Floating heads is not personal and the Metaverse is about connections. Come on Unity, we need a leader in this space as Meta is utterly distracted right now.
Thanks for the feedback! We love the template too!
@@hspxz There are quite generous free tiers using UGS, and with Unity's dedication to multiplayer, it won't be getting deprecated for a looooong time, if ever.
Great Introduction into Unity's VR Multiplayer functionality. Thanks for an awesome tutorial.
Awesome. Well use this. Thank you so much for posting this
Great resource. Thank you so much!
Interesting to hear Daniel Stringer on the Unity Chanel instead of just his own channel. A great tutorial and a great toolset from Unity I just wish they would update the tool to make LAN possible instead of forcing the use of their cloud which not everyone in training industries can use.
I see in other comments LAN is on the road map!
@@GiantBean Definitely on the roadmap, thanks for the feedback!
Yall got part 3 ready in advance, too.
When do you think they will release part 2?
@@seven2z964 next week on Tuesday
Cool 😎 , please add real avatar like ready player me or meta avatar ❤. Thank. You
Please we need this 🙏🏻🙏🏻🙏🏻🙏🏻
Both the Meta avatars and Ready Player Me avatars should be pretty doable to swap in. That would make for an awesome video and I'm sure loads of people would LOVE to see that!
I like the tutorial. Meta has Multiplayer Building Blocks which uses in Netcode from Unity OR Photon Fusion. I have used Photon successfully in the past. So I am a bit biased.
Does this videos method of making a vr game not work on meta headsets?
@@seven2z964It's built specifically to work GREAT with Meta headsets. In fact the majority of our development and testing were done with Meta Quests! (2, pro, 3, and 3s). We also tested a bunch of PCVR options as well. Pretty much anything running OpenXR.
@@seven2z964 It 100% does work with Meta headsets. We made sure to validate against the Quest 2, Pro, 3, and 3s, as well as a wide array of PCVR headsets. We leverage OpenXR to make cross platform seamless so you don't need to worry about a bunch of platform specific settings and defines. Just make a project with the template, create a build, and you're good to go. Share that build with friends / clients and immediately be able to connect to each other. Anywhere in the world, at any time, with basically zero setup required.
@@seven2z964 It definitely does. We extensively tested on Meta Quest 2 and Quest 3 headsets while developing this template. It's built for OpenXR, so it also supports most PCVR platforms (Vive, Index, WMR). And while not tested by our team, it should also support other android-based all-in-one headsets after bringing in their packages/SDKs.
@@seven2z964 Yes, this template works great with Meta headsets. We've done extensive testing on Quest 2, 3, 3s, and Pro, as well as a wide array of PCVR headsets. We built this template to utilize OpenXR, so any OpenXR HMD's will work!
UNITY: Please make a Meta Avatar equivalent and provide all the plumbing so that devs can easily drop into their app. You are so close here, but the floating head is not cutting it for the Metaverse in 2025. We need customizable avatars for mobile and PCVR and we needed them years ago. Please provide.
Full body IK isn't the most difficult thing to accomplish yourself but I do agree it would be nice for unity to implement this into there tenplate
Lots of 3rd parties have this already. Ready Player Me is a great option if you plan to do cross platform, and if sticking with Meta, their avatars are also really solid!
This is going to be a naive question but is any of this multiplayer game setup possible without using Unity’s cloud services. My aim is to explore shared Architectural environments with my clients. Can this be done through a purely peer to peer connection that doesn’t require the Unity cloud?
Currently no, but we are planning to release an update this year that what will have LAN support along with some other nice features like Host Migration, and Distributed Authority.
@@JoeGreive This would be great. Not being able to run this on lan network make i impossible to use for most our use cases
@@JoeGreive Any ETA on this! This would be so important to me.
Please add support for full character customisation, inuding a base, some different clothing layers and ofcoure things like hair i see alot of people wanting this and overall ik support and personally id like to see some sort of pvp elements added
In order to us to release a Unity Template, it must use only Unity packages that are not pre-release, experimental, or 3rd party. Unfortunately Unity does not have a package that we can leverage to add these features to the template at this time. I'd suggest adding them yourself, then opening up your work to the community. You could even make a tutorial series on YT, I'm sure a TON of people would love to watch that!
How do we
Use meta's user ID from the login for the username. Being able to modify the login script to pull the username.
This is needed for reporting players in multiplayer games. I know unity has the different authentication types. But when I tried to modify the scripts, unity would not allow me to modify them.
I'm sure there's some sort of way yiu can ban players without need for meta username for example a simple ip ban
@seven2z964 yes but there is a VRC from meta. If you publish to meta you will learn all the VRC checks
All the scripts are fully modifiable and open (just not the internal package files like XRI or NGO).
This is very doable, the main thing you need to do is set up the entitlement stuff from Meta. Then after that entitlement success just set the player name directly. You can remove the option to change the name, so players only can use their Meta name.
@JoeGreive yeah i do this on my own usually. I was hoping that the script that authenticates for unity can be modified. But the file would revert back every time I saved it.
I was hoping this project was more modular. Usually I can get a simple multiplayer set up with 3 scripts and I have my authentication. So this template is not helpful adding stuff. Is just a sample
@@endgamedevssorry it's not modular enough for ya! I've built half a dozen prototypes with this template over the last few months, where are you getting stuck? Is it just the auth stuff or something more?
Can I have unity pro?
This looks great, shame there is no money in VR unless Meta is paying you personally
We are only at the tippiest tip of the ice berg friend. Just wait, great things are coming!
@@JoeGreive doubt but I hope so. Developing in VR is tons of fun
@@JoeGreive been hearing that for 7 years XD
"vr is only 5 years away XD"
There is plenty of money in VR. Maybe not enough for triple A studios that don't know how to budget, but for indies and training use cases VR has been paying my bills for 6+ years. A console and PC game may sell to 600+ million gamers at $60+ a game but a VR game can still sell to 16 million users at $30 a pop. So even with hosting revenue cuts a good VR game can make an indie studio plenty wealthy and it will keep VR training app developers gainfully employed for years to come.
Specifically with AndoridXR, and HorizionOS, 2025 and 2026 are going to be BIG years for XR.