PUN Spawn in VR mode not working properly
Hi,
I have implemented a VR - Meeting place kind of project using Photon Unity Networking(PUN) and Photon Voice. Everything is working properly if i DONT import the GVR package(1.130.1). With the GVR installed the characters are spawning in the same point and the controls are getting swaped (like on person is controlling another person). There are lots of other problems too. Can you suggest me a proper way to use PUN in GVR.
Thanks in advance.
Hi,
can you confirm that you are using accurate positions when instantiating those objects by using PhotonNetwork.Instantiate(...)
? Can you furthermore confirm, that the input for a certain object is only handled by the owner of the object? Do you have implemented the photonView.is$$anonymous$$ine
condition before applying input to the object?
Answer by Pawnkiller · Jun 26, 2018 at 10:36 AM
Hi,
Yes i have used "photonView.isMine" in both start and update functions.
This is the code i have used for instantiation - " GameObject o = PhotonNetwork.Instantiate(avatarprefab.name, spawnPoints[PhotonNetwork.otherPlayers.Length].position, Quaternion.identity, 0);"
This is the code that i have used for character control..
" private void Start() {
if (photonView.isMine == false && PhotonNetwork.connected == true)
GetComponent<PhotonVoiceRecorder>().enabled = true;
}
// Update is called once per frame
void Update () {
if (photonView.isMine == false && PhotonNetwork.connected == true)
transform.rotation = Cardboard.SDK.HeadPose.Orientation;
}
"
Thanks.
I'm not familiar with the GVR. Do you use any scripts from that package which might overwrite positions in their Awake / OnEnable / Start function?
If you use any scripts from the GVR to handle input, you would have to make changes to them, for example adding the is$$anonymous$$ine
condition where necessary.
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