Multiuser VR Mocap Testing

Another likely long-running major project is our own custom solution for standalone networked VR projects. This project will serve as a template and starting point for future projects and games.

The basic setup is a 3D scan of our studio space, with Unity Netcode players, and the Qualisys Mocap plugin. With this, we can build standalone projects to the Oculus Quest, and have visitors explore a virtual version of our space that aligns with the real space. From there, we have countless ideas for future projects which can expand off this base.

Networked Player Prefab

The starting point for this template project was to get Networking working in Unity, initially we started with the now deprecated UNet solution, which worked, but considering this would be a possible template for many projects in the future, we decided to go with the currently updated and in-development Unity Netcode. It took a bit of time figuring out how to transfer our current working solution from UNet to Netcode but ultimately it proved relatively simple.

Before long, we had simple cubes moving around, with it built to Oculus running standalone, connecting to a host built out on the computer.

That said, we would go on to have a lot of trouble getting the right IP address to connect to, as we only used an time-delayed auto connect, thus any change to the IP, or Wi-Fi, or any number of other small issues we encountered, the project would continuously have to be rebuilt onto the headsets.

Currently: We're working on getting buttons working using the templates given by Oculus, we'll then be able to allow players to connect on their own, or eventually type in the IP Address to connect to as to avoid needed to rebuild.