#Offline scene should be the same as the online scene - but networked

9 messages · Page 1 of 1 (latest)

fallow depot
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Hey there,

I have a hub, which should act like a lobby where players can connect to in VR and wait for their friends to join into.
However, due to the nature of client-host serverless architecture, after the host leaves, the client's game just crashes.
Ideally, we want to load them back into the same hub scene after this happens as an offline scene.

I'm a little confused though: would this make the offline and online scene the same scene to drag in? How would it work in practice?
For context, there will be multiple online scenes, (the lobby "hubworld" is not the only one, there are many levels players can pick from in the hub).
We're not doing any additive scene loading.

Thank you!

whole vine
fallow depot
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Okay, so if I want to show the same scene, I'll have to make a duplicate of it? And keep netmgr and steam startup stuff in there?

whole vine
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If you're using #steam , which you failed to mention initially, they have some kind of host swap thing, so ask in there how to handle that.

fallow depot
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We have a hubworld (read: lobby) scene, which should serve as the initial point of entry (thus, offline) as well as when players join in. Then, there will be multiple online scenes (but technically, since you're all in the same lobby - but in VR, so floating around in the same scene - it's already an 'online' lobby)

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I'm just wondering - steam or not, don't think it's relevant - since this lobby scene is for both offline and online (when players start joining you), is it then a good idea to just put the Hubworld (offline version duplicate of scene) as the offline scene, and Hubworld2 (online version of scene, without netmgr). So when the player invites his friend and the friend joins, they don't suddenly get disoriented by a complete switch in environment

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I understand that they're typically very different, but in this case the lobby should be VR networked, so it already needs to be "online", thus, I think in this case this lobby should be both offline (when players just startup/when host leaves) and online (when they're in the lobby together)

fallow depot