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Mastering Oculus Rift Development

You're reading from   Mastering Oculus Rift Development The next frontier of gaming and simulation

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781786461155
Length 306 pages
Edition 1st Edition
Tools
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Author (1):
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Jack Donovan Jack Donovan
Author Profile Icon Jack Donovan
Jack Donovan
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Table of Contents (11) Chapters Close

Preface 1. Exploring a New Reality with the Oculus Rift FREE CHAPTER 2. Stepping into Virtual Reality 3. Improving Performance and Avoiding Discomfort 4. Interacting with Virtual Worlds 5. Establishing Presence 6. Adding Depth and Intuition to a User Interface 7. Hearing and Believing with 3D Audio 8. Adding Tone and Realism with Graphics 9. Bringing Players Together in VR 10. Publishing on the Oculus Store

Synchronizing data in multiplayer matches


Everything that you've done up to this point has been about getting players in the same match, but we haven't covered anything about keeping in-game events synced between the server and client. Fortunately, Unity's networking API makes this very easy; we can use most of the code we've already written with some slight modifications to make it network-aware.

Syncing player movement

The first thing we'll tackle is player movement, so you can see other people walking around the map. We'll build upon our existing player prefab and the NetworkIdentity component, as well as a new kind of component: NetworkTransform.

Select the ArenaPlayer prefab in your Project window and add a NetworkTransform component in the Inspector. This alone is enough to sync the position across the network but, if you tested now, you'd run into an interesting problem: input from any player would be reflected on every other player instance in the game. This is because there's one instance...

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