ua-cam.com/users/liveLDpR89JPEVs?si=ooqtK8hLp-eCx0ie I am going to do a livestream on how to do it in 1 sitting. I have a video showing how to upload the multiplayer scene to meta already.
Nice Valem! I just booted a version up, it works so well. Haven't played with a friend in here yet though, but setup was easy (although I had to setup both lobby and Relay via the Cloud site). Look forward to seeing what you do with it (feel free to do a simple Zombie shooter with loot drops and inventory hahahaha).
Great video! It would be awesome to also explore other tools for developing multiplayer in Virtual Reality, like Normcore. These tools can help create a project from scratch rather than starting by 'forking' a template, which would add even more flexibility for developers.
Well... looks like im doing a p2p co-op mp update using this. Implemented proton but the fees over the years are going to wear me down as an indie. Definately looking at this. Thankyou for bringing this to my attention!
it would be cool if we were able to add full body avatar with arms and legs. and also if we can integrate our meta horizon profile so it uses our horizon username.
Could you PLEASE make a video using this system but making the controllers look and function like hands? I don't understand why this is not standard with VR templates at this point. OR how to use something like Auto Hands with a system like this. 🙏🙏
Great video, my teacher showed us your tutorials to develop our project, and I like how you explain and develop, I just have a small question, if I want to export my multiplayer VR application, for example, on a Quest 3 and a Quest 2, is it Is it possible to join in the same room, or is it mandatory that you must be on a local machine, such as a computer, to lobby?
Thanks for the video!! Im trying to do something with the Meta MR Utility Kit, is there a known issue with the Scene Loaded Event, Room Created Event, Room Updated Event and Room Removed Event? Im doing some test but only the RoomCreatedEvent is triggered, when are these events sopposed to be triggered? Thanks again!
I have already tried to switch the template to AR. It is actually quite easy - as far as removing the souroundings. But I am not sure if the room scanning works the same for every user. So that all the objects in the scene are at the exact same position in the room for every user. Anyone tried it out?
Hi Valem, i have a problem with the custom hand grab video you made a year ago and the fact is that the script does not work anymore, idk why, someone in the comment updated the code to this : using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.Interaction.Toolkit; public class GrabHandPose : MonoBehaviour { public HandData rightHandPose; private Vector3 startingHandPosition; private Vector3 finalHandPosition; private Quaternion startingHandRotation; private Quaternion finalHandRotation; private Quaternion[] startingFingerRotations; private Quaternion[] finalFingerRotations; void Start() { XRGrabInteractable grabInteractable = GetComponent(); grabInteractable.selectEntered.AddListener(SetupPose); grabInteractable.selectExited.AddListener(UnSetPose); rightHandPose.gameObject.SetActive(false); } public void SetupPose(BaseInteractionEventArgs arg) { if(arg.interactorObject is XRDirectInteractor) { HandData handData = arg.interactorObject.transform.GetComponentInChildren(); handData.animator.enabled = false; SetHandDataValues(handData, rightHandPose); SendHandData(handData, finalHandPosition, finalHandRotation, finalFingerRotations); } } public void UnSetPose(BaseInteractionEventArgs arg) { if (arg.interactorObject is XRDirectInteractor) { HandData handData = arg.interactorObject.transform.GetComponentInChildren(); handData.animator.enabled = true; SendHandData(handData, startingHandPosition, startingHandRotation, startingFingerRotations); } } public void SetHandDataValues(HandData h1, HandData h2) { startingHandPosition = new Vector3(h1.root.localPosition.x / h1.root.localScale.x, h1.root.localPosition.y / h1.root.localScale.y, h1.root.localPosition.z / h1.root.localScale.z); finalHandPosition = new Vector3(h2.root.localPosition.x / h2.root.localScale.x, h2.root.localPosition.y / h2.root.localScale.y, h2.root.localPosition.z / h2.root.localScale.z);
startingHandRotation = h1.root.localRotation; finalHandRotation = h2.root.localRotation; startingFingerRotations = new Quaternion[h1.fingerBones.Length]; finalFingerRotations = new Quaternion[h1.fingerBones.Length]; for (int i = 0; i < h1.fingerBones.Length; i++) { startingFingerRotations[i] = h1.fingerBones[i].localRotation; finalFingerRotations[i] = h2.fingerBones[i].localRotation; } } public void SendHandData(HandData h, Vector3 newPosition, Quaternion newRotation, Quaternion[] newBonesRotation) { h.root.localPosition = newPosition; h.root.localRotation = newRotation; for (int i = 0; i < newBonesRotation.Length; i++) { h.fingerBones[i].localRotation = newBonesRotation[i]; } } } but the thing is that my hand are not were they are supposed to be, furthermore they don't stick in place like they should do (i think) but that they move just like if i grab it with nothing else
How could I use my keyboard to emulate that I have the glasses on, that is, move with the keys and activate triggers with keys. only for play mode, to develop without the need for glasses.
Why I cannot run my build application and run from unity on the same time? If I run my built application then run from unity, my application always force close
So my mic is working when I'm offline, but I can't hear anyone and they can't hear me online. Doesn't seem to have any console errors and I'm an experienced dev. I'm not seeing why audio isn't working. It requested microphone permissions, and works when I'm in an offline lobby.
@@JoeGreive I'm not sure if my reply went thru but thank you, yea I saw some open bug reports for that. But that isn't the problem as I'm not recording, my microphone works offline. Once I join a lobby it simply says voice chat offline. I can interact with people but not talk.
@@tokyohthegoat but other people can talk to each other? If yes, try restarting your hmd. If no one has voice once online make sure it's configured in project settings.
@@JoeGreive noone can here anyone online. I've followed a few tutorials. Is there something I'm not configuring ? I got 2 green checks on startup configurating the project.
@@tokyohthegoat sounds like your Vivox settings are not configured properly. Should be a super easy fix. Just go into Project Settings -> Services -> Vivox. Opening that window will auto populate your Vivox credentials. Once you do that the next build voice chat should work. Refer to the quick start guide as I think it covers most of this in a little more depth.
Would love to see a series of videos showing how to build using this template, I think it should be very popular in the future. Thanks!
Absolutely I think this will be a great start to developing multiplayer vr games
ua-cam.com/users/liveLDpR89JPEVs?si=ooqtK8hLp-eCx0ie I am going to do a livestream on how to do it in 1 sitting. I have a video showing how to upload the multiplayer scene to meta already.
@georgegonzalez5322 awesome!! This will be recorded right? Looking forward to it!!
@nickromanek9444 yes it will. If you have any questions about publishing your game let me know. I want to help devs finish their work.
Awesome that you got sponsored by Wonderland, great engine and developers
Never stop making VR content man ❤
Nice Valem! I just booted a version up, it works so well. Haven't played with a friend in here yet though, but setup was easy (although I had to setup both lobby and Relay via the Cloud site). Look forward to seeing what you do with it (feel free to do a simple Zombie shooter with loot drops and inventory hahahaha).
this is awesome now i don't have to make it myself!!!!!
Great video! It would be awesome to also explore other tools for developing multiplayer in Virtual Reality, like Normcore. These tools can help create a project from scratch rather than starting by 'forking' a template, which would add even more flexibility for developers.
You recommend us to follow your multiplayer guide or to use this template and move on from there ?
That's cool. Can you teach us how to make it into MR [Room scan, passthrough, etc..]
Well... looks like im doing a p2p co-op mp update using this. Implemented proton but the fees over the years are going to wear me down as an indie. Definately looking at this. Thankyou for bringing this to my attention!
it would be cool if we were able to add full body avatar with arms and legs. and also if we can integrate our meta horizon profile so it uses our horizon username.
Thanks for your vedio! By the way, do you know any way to use custom hand model in Quest Hand Tracking? Thanks!
Great video as usual!
Can someone adapt this to use custom avatars? I'm struggling a lot haha
Could you PLEASE make a video using this system but making the controllers look and function like hands? I don't understand why this is not standard with VR templates at this point.
OR how to use something like Auto Hands with a system like this. 🙏🙏
Great video, my teacher showed us your tutorials to develop our project, and I like how you explain and develop, I just have a small question, if I want to export my multiplayer VR application, for example, on a Quest 3 and a Quest 2, is it Is it possible to join in the same room, or is it mandatory that you must be on a local machine, such as a computer, to lobby?
are you able to make a video on how to add meta quest display names where people can see your meta name in game?
yes please, this is essential to the online experience so people can add each other. 🙏
Please do a modification of this template for a cool videogame!
Regards!
Would you like to explain ParrelSync Setup? I cant find the page to the site you showed in the video.
Thanks for the video!!
Im trying to do something with the Meta MR Utility Kit, is there a known issue with the Scene Loaded Event, Room Created Event, Room Updated Event and Room Removed Event? Im doing some test but only the RoomCreatedEvent is triggered, when are these events sopposed to be triggered?
Thanks again!
What is better to use to develop Meta Quest 3 apps, Meta SDK or OpenXR?
I'd suggest OpenXR, the landscape is moving fast there and platform agnostic is where it's at.
@@JoeGreive Is it posible to build MR apps with OpenXR? Im using passthroug, scene info and anchors
@@Valentin-TaurenboyIt’s a tad but annoying, but im sure you can do it. Use the Meta SDK for a streamlined, easy experience.
for some reason i am not able to replace the controllers with the hands any way i can do that?
I have already tried to switch the template to AR. It is actually quite easy - as far as removing the souroundings. But I am not sure if the room scanning works the same for every user. So that all the objects in the scene are at the exact same position in the room for every user. Anyone tried it out?
no, they don´t. Maybe what you are looking for is "Colocation"
I think thats its shocking for us to get a VR multiplayer template before an actual multiplayer template.
We just love VR 🎉😂
This is great but when I build for Mac there is no way of moving around the screen. Is there an option for on screen controls or using keys?
Can this be set to be local networking only?
Hi Valem, i have a problem with the custom hand grab video you made a year ago and the fact is that the script does not work anymore, idk why, someone in the comment updated the code to this :
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class GrabHandPose : MonoBehaviour
{
public HandData rightHandPose;
private Vector3 startingHandPosition;
private Vector3 finalHandPosition;
private Quaternion startingHandRotation;
private Quaternion finalHandRotation;
private Quaternion[] startingFingerRotations;
private Quaternion[] finalFingerRotations;
void Start()
{
XRGrabInteractable grabInteractable = GetComponent();
grabInteractable.selectEntered.AddListener(SetupPose);
grabInteractable.selectExited.AddListener(UnSetPose);
rightHandPose.gameObject.SetActive(false);
}
public void SetupPose(BaseInteractionEventArgs arg)
{
if(arg.interactorObject is XRDirectInteractor)
{
HandData handData = arg.interactorObject.transform.GetComponentInChildren();
handData.animator.enabled = false;
SetHandDataValues(handData, rightHandPose);
SendHandData(handData, finalHandPosition, finalHandRotation, finalFingerRotations);
}
}
public void UnSetPose(BaseInteractionEventArgs arg)
{
if (arg.interactorObject is XRDirectInteractor)
{
HandData handData = arg.interactorObject.transform.GetComponentInChildren();
handData.animator.enabled = true;
SendHandData(handData, startingHandPosition, startingHandRotation, startingFingerRotations);
}
}
public void SetHandDataValues(HandData h1, HandData h2)
{
startingHandPosition = new Vector3(h1.root.localPosition.x / h1.root.localScale.x,
h1.root.localPosition.y / h1.root.localScale.y, h1.root.localPosition.z / h1.root.localScale.z);
finalHandPosition = new Vector3(h2.root.localPosition.x / h2.root.localScale.x,
h2.root.localPosition.y / h2.root.localScale.y, h2.root.localPosition.z / h2.root.localScale.z);
startingHandRotation = h1.root.localRotation;
finalHandRotation = h2.root.localRotation;
startingFingerRotations = new Quaternion[h1.fingerBones.Length];
finalFingerRotations = new Quaternion[h1.fingerBones.Length];
for (int i = 0; i < h1.fingerBones.Length; i++)
{
startingFingerRotations[i] = h1.fingerBones[i].localRotation;
finalFingerRotations[i] = h2.fingerBones[i].localRotation;
}
}
public void SendHandData(HandData h, Vector3 newPosition, Quaternion newRotation, Quaternion[] newBonesRotation)
{
h.root.localPosition = newPosition;
h.root.localRotation = newRotation;
for (int i = 0; i < newBonesRotation.Length; i++)
{
h.fingerBones[i].localRotation = newBonesRotation[i];
}
}
}
but the thing is that my hand are not were they are supposed to be, furthermore they don't stick in place like they should do (i think) but that they move just like if i grab it with nothing else
In BasicScene, only the client can manipulate the objects while the host cannot lift the blue objects. I would like to know how to fix this.
How could I use my keyboard to emulate that I have the glasses on, that is, move with the keys and activate triggers with keys. only for play mode, to develop without the need for glasses.
Why I cannot run my build application and run from unity on the same time? If I run my built application then run from unity, my application always force close
How do you use parelsync in VR? You can only have one headset connected at a time so it's not much of a test.
you can use the xr device simulator 👍(you just need to place it inside the scene)
Would this work for vr and a pc exe file built on unity over the server?
can i make my own game using the template?
So my mic is working when I'm offline, but I can't hear anyone and they can't hear me online. Doesn't seem to have any console errors and I'm an experienced dev. I'm not seeing why audio isn't working. It requested microphone permissions, and works when I'm in an offline lobby.
What device are you on?
If using a Quest and an APK, the mic won't pick up anything if you're recording.
@@JoeGreive I'm not sure if my reply went thru but thank you, yea I saw some open bug reports for that. But that isn't the problem as I'm not recording, my microphone works offline. Once I join a lobby it simply says voice chat offline. I can interact with people but not talk.
@@tokyohthegoat but other people can talk to each other? If yes, try restarting your hmd.
If no one has voice once online make sure it's configured in project settings.
@@JoeGreive noone can here anyone online. I've followed a few tutorials. Is there something I'm not configuring ? I got 2 green checks on startup configurating the project.
@@tokyohthegoat sounds like your Vivox settings are not configured properly. Should be a super easy fix. Just go into Project Settings -> Services -> Vivox. Opening that window will auto populate your Vivox credentials.
Once you do that the next build voice chat should work.
Refer to the quick start guide as I think it covers most of this in a little more depth.
разьебалово просто. очень круто
2ND
3th
First
FIRST