Summary
In this chapter, we learned about networking concepts and architecture and used some of the many features of Unity's own multiplayer networking system. We built a simple scene and an avatar, keeping in mind that the intent is to allow the avatar's head movement to be synchronized with the player's head-mounted display.
We then converted the scene to multiplayer, adding the Unity Network components, which simplifies the multiplayer implementation to just a handful of clicks. Having proven we can build a shared multiplayer experience with the avatars, we added a bouncy ball game object shared between players, providing the fundamentals for building a multiplayer networked game.
Next, we took a quick spin of the Oculus Avatar SDKs, replacing ...
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