Hi all!
I’m trying to puzzle out a solution to this issue I’m having. I effectively have canvases that are using the world position, so a VR user can interact with them with controllers.
Now Im implementing multi-player and suddenly I’m very confused.
Mainly because the canvas requires an event camera. The camera is spawned with the player via the network manager, and these canvases are also spawned via user actions in the scene.
I can’t figure how I can connect the dynamically created player camera to the dynamical spawned canvas items in their own local clients.
It’s very complicated!
Is there some simpler way? Are canvases not meant to be networked?
In fact, I don’t really understand what the event camera is for. Can I just use some generic singular camera that’s not the main player camera? Like some random camera that sits in the scene that isn’t used by anyone except for the canvas?
I think I just solved my own issue.
So I think the key here is to NOT spawn the SteamVR play area. Just make it a static object in the scene. So each client and server will only have one single steamvr thing.
The next part is to create a simple mock object that has a head and two controllers, and this mock player object is what gets spawned by the multi-player server. Now for the magic, the mock object(if isLocalPlayer) polls for the position of the steamvr controllers and headset, and sends this back to the server via rpc/cmd.
Bingo bobs your uncle! Hope this helps anyone else out there