Hi everyone,
I’m seeking help with a VR control issue in my Unity multiplayer project. Here’s the situation:
Note that i use Unity Netcode For GameObjects.
- Player Setup: I have a player prefab using XR Origin Hands (hand tracking + controllers) with a detailed Mixamo rig for the player model.
- Problem: When I have only one player in the scene, everything works perfectly. However, when a second player joins, the VR controls become shared between them.
- What I’ve Tried: I’m aware of the
!IsOwner
condition, but I’m unsure how to apply it effectively in this VR context, especially with the complex player rig and all of the data of VR (head, hands, position of the head…).
Questions:
- How can I properly use
!IsOwner
(or other methods) to ensure each player has their own independent VR controls? - Are there any techniques or tools that could help automate this process to prevent shared control issues?
Any insights or suggestions would be greatly appreciated!
Thanks, Darknath