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Floating origin single and multiplayer with simplified integration and setup

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Relative Spacetime Framework

Relative Spacetime Framework

Күн бұрын

Example of simplified floating origin integration with external impulse controller asset and simplified networking. The video illustrates the latest version of the Dynamic Resolution Spaces unity asset (1.9) to be submitted to the store on 24th Oct 023.
Single and multiplayer with simplified integration of Game Kit Controller characters for single and multiplayer. Illustrates auto-generation of network prefabs & impulse player controller examples.
00:00 Introduction
00:05 Installed state: single player, capsule character
00:13 Single GKC 3.7 character example
00:24 Multiplayer capsule characters
00:46 Single player GKC 3.4 example
01:09 Multiplayer install and setup
01:38 Step 1: Generation and configuration
01:48 Steps 2&3: Change to multiplayer mode and prefab generation
02:09 Step 4: Configure NetworkManager
02:20 Step 5: Add NetworkManager into Scene
02:32 Step 6: Configure application
02:41 Steps 7&8: Network setup verification and duplication for multiplayer
02:51 Test multiplayer with basic characters
03:11 Multiplayer GKC example

Пікірлер: 2
@d-wizzel4217
@d-wizzel4217 4 ай бұрын
Do you happen to have a sense of how difficult it would be to implement this with my own VR project? I have my own controller, vehicles and terrain, I just need a solution for floating point errors. Thanks either way though, this is an extremely impressive asset!
@floatingorigin
@floatingorigin 4 ай бұрын
Thanks for the kind comment. I have automated most of the hard work involved in converting an asset that is not made for relative origin-centric motion to operate with full floating origin. I am still developing this part, but you can see initial examples in the videos: kzfaq.info/get/bejne/jNeXf7B327LSops.html, kzfaq.info/get/bejne/aMhhhZNzypu3eqM.html, and kzfaq.info/get/bejne/g6xhetCf15-mpHU.html. The last one is an example of the automated integration only partially working. There are always exceptions and I will need to find out what the issue is and see if there is a general solution.
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