Host cant move objects in base VR Multiplayer template?

I created a new project using the “VR Multiplayer” template. I followed the setup directions on the quick startup guide, and used the popup prompt to set up the network and vivox.

This happens in both scenes, but I’ll use the “BasicScene” for example: I can move an interact with objects just fine until I “Join Online”. After that, I can still see other player’s avatars (one connected via building to a quest 3 the other running in play mode in the editor) but neither player can move or interact with the objects.

I’ve changed nothing else about the scene, and have tried re-creating the project several times. I’m not sure what I’m doing wrong here. Any help would be appreciated. If I can provide more details please ask.

I’m still looking into this, but it seems to work fine for everyone but the host. Clients can move in-scene game objects, but the host can not.

I think it’s fixed. On the “Network Rigidbody” component, uncheck “Auto Update Kinematic State”. I’m still doing some testing that this seems to have fixed it.

Did you get the fix for it?
I think the Network Rigidbody is removed.

Yeah, there were a few things that went into fixing it, not sure I can remember all of them.

  1. On the “Network Rigidbody” (which isn’t always needed) “Auto Update Kinematic State” would set some objects to “kinematic”, which prevented certain people from moving them.
  2. The rigidbody needs a “Network Object” component, this component needs to be listed before any other network components.
  3. Network Object component should “allow owner to parent” because of the way XR Grab Interactables work.
  4. The Network Transform’s “Authority Mode” should be set to “Owner” to allow clients to move and interact with it.

It was difficult to figure out because it wasn’t just one setting that needed to be changed.

I’m not sure why components are set the way they are in the base template. I feel like it’s either old or wasn’t tested with new versions of the netcode?

Anyway, it’s working now.

Oh thank god, I thought I was losing my mind that the template just straight doesn’t work out the box in every version of unity 6 I tried. I found some other stuff that might be helpful for people who come through this thread:

-If “Auto Update Kinematic State” and other terms is unfamiliar it’s because your netcode for gameobjects package comes out the box as 1.12.2. I upgraded to 2.4.2 and suddenly Roulace’s advice and my inspector made sense together
-NetworkPhysicsInteractable has an option for “spawn locked” that is ticked on for all the physics props in the basic scene, not sure why. This seems to just freeze the props in place.

I found the spawn locked thing earlier but then clients interactions weren’t being synced so this thread was a lifesaver. I am definitely not used to templates being this broken out the box, the regular XRITK was essentially flawless.

Hm, additional thing: Network ownership not working

Looks like there’s supposed to be a newer version of the VR multiplayer template, (2.0.6 vs my 2.0.5) that fixes this, but my hub reports no update available for the template and I wasn’t able to force one by removing the template from my roaming appdata, so I’m not sure that it’s real.

Same experience june 25. Did you learn anything new?

Following the advice and processes above got me to a working project with two-way sync of physics grabbables, but it was pretty fiddly to find and change all the important bits, and this doesn’t cover things like adding new network prefabs, which seems to be more functional and better documented but also very fiddly. The netcode for gameobjects update was really the most important part, everything else that’s misconfigured can be sussed out with a bit of intuition.