Skip to content

Movement SDK + Photon Fusion 2: How to use NetworkCharacterRetargeter with existing Fusion player prefab? #124

@Nested-Mango-RamkeshSingh

Description

Environment

  • Unity 6.2
  • Meta Movement SDK V81
  • Photon Fusion 2 (Host mode)

Image Image Image

We have set up the player with Meta Movement SDK locomotion. I am sharing our player structure where the root is the player, and its children include OVR Rig, Locomotor, and Character. We want to sync this setup for multiplayer, but we are having issues with our custom solution to sync all bones on the network, which used to work before V81. After the update, we tried to use Movement Networking, but after the player joins, we are getting exceptions. We are using the standard player spawner from Photon Fusion 2.

In this setup, our player hierarchy remains the same. I considered keeping the OVR Rig in the scene locally, but there is a reference to OVR in the Character Retargeter for locomotion, so I kept everything under the same root.

I have added the following components to the character: Character Retargeter (Already set up for locomoton), Network Character Retargeter, Network Character Handler, and Network Character Behaviour Fusion. We enable OVR Rig on localPlayer and disable on remote player .

Please guide us, as we are stuck on the multiplayer setup. We raised an issue regarding our bones sync solution, but we have not received any response, and it has been months.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions