Server-Client AR application

Greetings,

Currently, I am developing a mobile 3D AR application. I am here to make sure that my direction is correct. I am studying Network Manager on the internet right now. But what I saw on some simple tutorials, server and client have to build the same project in order to connect to each other. Both server and client need to have the same object inside the project.

For example, if I build a server that contains game object A, can the client just copy the game object A from the server when connecting to it? (Client application built without game object A) Is that possible?

I have this idea is because if client A buys only 1 equipment, he/she can only view that equipment in the app. If client B buys 2 then only can view 2. If the client app built with all the equipment (e.g. 50 pieces of equipment), the application size could be huge. If it could be done, the client only needs to download small size mobile app.

Lastly, want to make sure Network Manager or Remote Rendering (going to learn), which is the correct direction I need to focus?

Hope you guys can give me some idea.

Thank you very much

The ARCore Extensions for Unity’s AR Foundation contains the example of a real-time multiplayer AR app. Of course, it adds extra complexity to studying the AR Foundation, but this is the most suitable example I know of:

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“Client application built without game object A”
If the client application does not know the game-object, it cannot spawn it.
You would first have to inform the application of the object it is supposed to spawn.
If you do not wish to add a copy of this object to a client application, using Unity Addressables might be the way to go: Unity Addressable Asset system | Addressables | 1.16.19

Note: I haven’t personally used Adressables yet, so I’m not sure how they differ from Unity’s previous AssetBundle-Setup for downloadable content. ( Unity - Manual: AssetBundles )

Edit: Fixed Typo

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