Hello,
I'm trying to do a little test of a FPS, multiplayer and crossplatform between Windows and Android in VR mode.
My problem is cameras look messed up : if I launch game in solo mode, all is working fine, with normal FPS view on Windows, and VR view on Android.
Moving and turning head works too.
BUT, as soon as I launch a LAN game, being Win+Android or Win+Android+Android, it looks like the cameras are all on player 1 (their rotation is independant from each other though), moving looks like it still works, it's just the cameras being all on player 1.
I'm pretty sure that it's a make_current() or clear_current() thing but I can't find how.
What would be a typical structure to manage cameras on masters ?
My player script _ready() looks like this :
func _ready():
if OS.get_name() == "Android":
camera = get_node("Rotation_Helper/ARVROrigin/ARVRCamera")
var VR = ARVRServer.find_interface("Native mobile")
if VR and VR.initialize():
get_viewport().arvr = true
get_viewport().hdr = false
OS.vsync_enabled = false
Engine.target_fps = 90
else:
camera = get_node("Rotation_Helper/camera")
if is_network_master():
camera.make_current()
camera.visible = true
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
puppet_pos = translation