I’m trying to use Oculus integration with Mirror networking to create a peer to peer VR multiplayer game. I have it so the VR controller scripts only get used if the gameobject is the local player, and the transform data is synced over the network. I followed this tutorial almost exactly: VR Networking Part 1: How to Setup Multiplayer VR with Oculus and Unity - YouTube
I tried testing my game on one PC with one Oculus Quest by opening 2 copies of the game and switching between tabs. However, one client sees his own character working fine while the other is frozen at spawn, and the other client sees his own movements controlling both characters. Could this problem be due to only using one PC and one headset, or do I likely have a problem with my code?