We’re working on a multiplayer game using the Oculus Rift. Currently using Unity 5.3.3 p1.
At the moment our biggest issue is that if the game’s host removes the headset, their instance of the game pauses, which stops all network traffic and negatively affects the client. If the client removes the headset, they eventually disconnect from the host because they are no longer sending back any network traffic.
Can we please get Unity to properly honor the “Run in Background” setting when using VR? In our situation if any user removes their headset, the game should still run.
This would make network debugging on the same machine much easier as well. Then I wouldn’t have to trick my headset into thinking I’m wearing it.
Thanks,
Matt