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Question by Eco-Editor · Aug 07, 2017 at 02:59 PM · multiplayervrsteam

SteamVR first/thirfd person for multiplayer

Hello everybody,

I'm having some trouble with implementing third/first person for steamVR. I'm using a toggle event system as been spoken about here.

I have the cameraRig and I'm using UNET system. I've placed the network identity and network transform on the camera rig, but I need to be able to see the players' movement so I've placed them on the cameraEye as well. Than Unity tells me I can only have one of them, and it should be placed on the root, meaning cameraRig. So now I want to reference the movement of the camera eye and have an avatar I've added to the scene to follow the cameraEye. So I've set up a script that supposed to follow the cameraEye on the avatar. and set a variable public Transform cameraEye but once I hit play this transform disappears and instead I see a transform of the avatar itself and it's not going anywhere, because only the cameraEye is moving in the scene. The players in my scene move only by walking physically in the room. Not only that the avatar won't follow the cameraEye it will also stay in the air, and this after I've wrote a method of raycasting with an offset that actually works but not in the multiplayer, it works on the single player testing scene. so I've disabled the public reference and instead placed the avatar under the cameraEye, and referenced it by transform.parent (with cameraEye being the parent), but now the offset method that sends the raycast is not working at all.

Maybe UNET is not working very well with steamVR and I should try Photon instead?

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