by Suellen de Salles

Can we set a local server?

Yes, we have FishNet implemented in our project which allows to set a local server.

ParrelSync is being used to test local multiplayer.

Can we set up Colocation?

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

https://www.meta.com/help/quest/853707093070890/?srsltid=AfmBOoraJ5zStq5V52-3SsobRwiLFBBCrqBVSfICiYigT4Haz3U8qaQz

Meta Building blocks:

Colocation

Auto Matchmaking

Custom Matchmaking

Friends Matchmaking

Local Matchmaking

Shared Spatial Anchor Core

Tutorials

https://www.youtube.com/watch?v=elf6WuGzwdI

https://www.youtube.com/watch?v=39u3GQuNK6Y