Unity VR Project - Shared Controls Issue with Multiple Players

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:

  1. How can I properly use !IsOwner (or other methods) to ensure each player has their own independent VR controls?
  2. 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

I’d recommended checking out how the VR Multiplayer Template handles this. It’s using NGO and XRI as well, so it should be similar.

From reading this, it seems like you are instantiating the XR Origin rig as a network player, thus creating multiple XR Origins in the scene. Typically you would only want a single XR Origin per game instance (not per player).

Again, check out the VR Multiplayer Template. If you have any other questions feel free to follow up.

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