Network ownership not working

I start a new project with the VR Multiplayer Template. I build the basic scene into two Quest 3 headsets and the first player to press the join button can’t pick up anything. Why is that? What am I not understanding about multiplayer development?
If I want two players to play against each other I would have to have three players :slight_smile:
Has anybody had the same experience?

Hey there!
It sounds like you might have encountered a bug. What version of Unity are you using, and what version of the VR Multiplayer Template are you using? Additionally, if you build and deploy the “Sample Scene” does this same behavior exist?

Finally, when you run in editor (before building), is there any errors you see in the Console Log?

I use Unity 6000.0.25f1 with the version 2.0.4 of the VR Multiplayer template.
When building I don’t get any errors just one warning saying that Vivox won’t work on Android devices.

I tried with the SampleScene now and that works. Both players can pick up the objects but if I delete the environment, ui and gameplay, add a plane and drag in the launcher prefab I can no longer pick up that launcher. There must be some component that is necessary for this to work that is attached to some object in the SampleScene that is not present in the BasicScene.

That is an odd warning, Vivox absolutely does work on Android. Are you able to confirm whether or not voice chat is actually working when playing?

As for objects being locked, it seems the basic scene had some oversights in the last update. For this issue, it looks like the NetworkPhysicsInteractable has SpawnLocked set to true (that should be false for scene objects that are not spawned through the NetworkObjectSpawner).
There are also some errors on Start for disabled controller tooltips, but feel free to ignore those.

However, if this doesn’t fix the locked object issue, it could possible be a few other things.
Are you dragging in the launcher prefab at realtime? Or is it a scene object (exists before pressing play)?

Since these are networked objects they need to be spawned in on the server when instantiating (if it’s NOT a pre placed scene object).

For dynamic spawning check out the NetworkObjectSpawner script in the SampleScene.

Hope this helps, and thanks for bringing it to our attention!

Cheers, and may the odds be ever in your favor!
-Joegre

That’s it! Just a simple checkbox. Spawn Locked
Thank you so much. Now I can finally move on to new challenges :slight_smile:

The Vivox thing is probably something to do with my sound card driver which also messing up other stuff.

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Can you help me with my issue too?

The host is the only one capable on moving objects. Clients can move them too, but local only, and their position is reset after 3 to 5 seconds. I’m using MPPM and XR Interaction Toolkit, both Host and client are able to move and see each other.
I’ve already unchecked SpawnLocked and tried checking/unchecking both AllowOverrideOwner and RelinquishOwner with no avail.
Unity version is 6000.0.37f1

Either create a new template using template version 2.0.6 (or higher), or manually update the NGO package to 2.2.0 (or higher).

My Hub is not reporting an update available for the VR multiplayer template to go from 2.0.5 to 2.0.6 on Unity 6000.1.2f1, and removing the template from my roaming appdata and redownloading or modifying the template manifest doesn’t seem to force it. Is this update coming soon or am I missing something?

I still have these issues and only see template 2.0.5. Any updates?