So I’ve been working a lot on the multiplayer version. Testing via Steam, with 2 different computers/Steam logins/Rifts+Touch
Basically the 2 players spawn in the level. They can see each other (for now some glitches like incorrect orientation of the Avatar head but should be solved easily).
Each player can control its motion controllers (animation of hands follow).
Problems encountered with each pawn:
Player 1 (also Server): See Player 2 head, but bad rotation; see Player 2 hands but no movement; rest is OK (of course since its the client-server)
Player 2 (Client 1): See 2x hands (his and Player 1); Hands animated but no movement; teleportation doesn’t work yet; spawning poles at Guardian corners ok
I did not address the teleportation and voice issue now.
Also: When all will work, I know it will need optimizations on RPCs and replicated variables.
So there’s my plan: I will continue to work on it during the w-e and Monday I’ll release it there to leverage the community to once and for all nail it.
It can be done but, as most multiplayer projects, each functions and variables have to be rethinked for networking.
As for the integrated platform mobile/desktop, my main concern for me is optimizations. I did once a project for Gear (started as a desktop project) and we had to rethink everything following machine specs.
We are doing Vive/Rift projects and will tackle Windows Holographic soon, so I instead aim to adapt the template for the latter in a soon-to-follow iteration (as soon as multiplayer is tamed).
Stay tuned on monday!