BaM | Build VR in Unity - Ep9: Dynamic Player Prefabs

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This episode shows how to workaround several Unity limitations. We will implement Just-In-Time joining and the ability to select from multiple avatars. Also adding new avatar prefabs with full XR control has become much easier with the Auto-IK component. Finally I will talk about the future of these tutorials and another exciting announcement regarding the project.

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#BaM, #Multiplayer, #VR, #unity
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00:00 Intro
01:20 BaM Teaser & Music
01:40 Research
07:25 Design
08:23 Client/Server Protocol Overview
11:58 Application and Code Updates - Overview
14:01 Demo's
17:32 Future

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As usual a perfect and well explained guide !! Thank you DPlusPlus !!

choppychoppy
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Thanks for your work on this project - I have found it so useful and informative, it has helped me immensely - I will keep an eye out for your future work and if I ever get good enough I would like to help!

siobhanpoulter
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thank you very much, all you need to get started and understand netcode, good job

zitdup
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Great work! I attempted something similar with my limited knowledge, but when I discovered Unity was developing the VR multiplayer template, I decided to stop and wait for their solution. Now that I’m using it, I find the avatars (floating heads) quite disappointing, and I really want the ability to choose any avatar I want. That’s why I’ve started exploring your project, which looks amazing. However, I can’t help but wonder—wouldn’t it be a great alternative to develop your solutions (like avatar selection, AI integration, etc.) and incorporate them into the VR multiplayer template as a custom package? This way, you could leverage Unity’s networking framework while enhancing it with your features. I would definitely buy those assets if they were available in the store. They would be a game-changer for enhancing VR multiplayer experiences!

nicolascabello-rvgf
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Hello! I just found your videos to find out you will not keep posting new long ones. I understand your frustration mostly when you receive "negative" comments such as "developing a multiplayer game is very easy".
I would like to know what is the difference between your approach to what Unity Gaming Services offer? Is it the same? is it complementary? I would like to know...
What are your next steps in developing the BaM? is XR in the pipeline?
Apart from this, do you have a discord channel or something similar to keep track of the development status?
Thank you for your time!

evFPV