by Suellen de Salles
Yes, we have FishNet implemented in our project which allows to set a local server.
ParrelSync is being used to test local multiplayer.
Colocation on Meta Quest lets two or more users, each with their own headset, share a virtual space or local multiplayer experience together while in the same room.
This system uses SSA - Shared Spatial Anchors , which lets you anchor virtual content in the physical world. Spatial Anchor can be created with OVRSpatialAnchor .
Notes:
Enhanced spatial services is required for all the headsets taking part in colocation experiences. This allows anchors to be saved, restored and shared.
The user must also have granted the app permission to access spatial data.
How to sync Local Multiplayer AR experience
Unity Dev OVRSpatialAnchor :
OVRSpatialAnchor.ShareAsync() - to share a spatial anchor
OVRSpatialAnchor.SaveAnchorAsync() - to save a spatial anchor
OVRSpatialAnchor.LoadUnboundSharedAnchorsAsync() - to load shared anchors
Headset settings:
Toggle ON Share point cloud data: Setting > Privacy > Device Permissions > Share point cloud data
Map Space setup - Settings > Physical Space > Space setup or Settings > Environment Setup > Space setup *difference between space setup vs dynamic room mapping
Toggle ON/OFF to set MR objects visibility - Settings > Physical Space > Show mixed reality objects
Meta Building blocks:
Colocation
Auto Matchmaking
Custom Matchmaking
Friends Matchmaking
Local Matchmaking
Shared Spatial Anchor Core
Tutorials