Existent Unreal Plugin
v0.0.1
v0.0.1
  • 👋Welcome
  • Overview
    • 💡What we do
    • ✨Features
    • 📕Glossary
    • 🐞Bug Reports & Feature Requests
    • ❓FAQ
    • 🗒️Release Notes
      • Existent v0.0.1 Release Notes
  • Learning Existent
    • 📘High-Level Overview
    • 🛠️Hardware Setup
    • 🖥️Getting Started
      • Installing Unreal Engine
      • Installing Existent Plugin
      • Setting Up a New Project
      • Creating your first Map
        • Duplicating the Starter Level
        • Creating and Configuring the Stage
      • Setting up Player Pawns & Animations
      • Running the Experience
    • 🎭Backstage Mode
    • 📼Session recording & playback
    • 🌉RealityBridge
  • GUIDES
    • 👨‍💼Customising Player Avatar
      • Mappings
        • Hand Bone Mappings
        • Body Bone Mappings
        • Tracker Mappings
      • Animation Blueprint
      • Assign assets to Player
    • 🪁Adding Tracked Objects
      • Using Vive Ultimate Trackers
      • Outside-in (Optitrack/Vicon) Setup
        • Aligning HMDs with outside-in systems
        • 3D-Print an Alignment Tool
      • Creating Digital Twins/Props
  • Resources
    • 🔬Classes/Components
      • ExistentStage
      • ExistentSpace
      • ExistentVehicle
      • ExistentPlayer (Pawn)
      • ExistentPlayerAnimInstance
      • ExistentGameModeBase
      • ExistentTrackerComponent
      • ExistentGrabComponent
      • ExistentGripComponent
      • ExistentHandComponent
      • ExistentTrackingConfidenceComponent
      • ExistentAlignmentComponent
      • IExistentAlignmentSubject
      • ExistentDebugPanelComponent
      • ExistentUMGWindowComponent
    • 📃Existent API
  • Tutorials & Examples
    • 📚Tutorials
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  1. Learning Existent
  2. Getting Started

Running the Experience

This section outlines the process for deploying and running your VR experience across multiple player machines using the Existent plugin within Unreal Engine. It includes steps from building the application to initiating the multiplayer experience within a VR-based lobby. Follow these instructions to ensure a smooth launch and engaging multiplayer setup.

Deploying the Application:

  1. Build the Application: Once your VR experience is ready, build the application from your development environment. Ensure the build includes all necessary components of the Existent plugin and any customizations you’ve implemented.

  2. Distribute the Application: Copy the built application to each player machine. This step requires physical access to the machines or a networked solution for file transfer to ensure each player machine has the latest version of the VR experience.

Initiating the VR Lobby:

  • Running the Application: On each player machine, run the copied application. Players will be automatically placed in a VR-based lobby. This lobby serves as the initial gathering and setup space before entering the main experience.

Customising Player Experience in the Lobby:

  1. Binding Trackers: Players can easily bind their trackers to their player instance from within the lobby. This step is crucial for ensuring accurate tracking and interaction within the VR environment.

  2. Scaling Player Models: Within the lobby, players have the option to scale their player model. This feature allows players to adjust their virtual representation for comfort, realism, or strategic advantage within the experience.

  3. Joining Active Servers: The lobby interface enables players to view and join active servers. Joining an active server automatically transfers players to the default map for the VR experience, facilitating seamless multiplayer integration.

  4. Starting a New Server: Players also have the capability to start their own server directly from the lobby. This option allows groups of players to enter the experience together, starting a fresh instance of the VR environment for their exclusive use.

By following these steps, developers can deploy their VR experiences efficiently across multiple player machines, offering a structured and immersive entry point through the VR lobby. The lobby not only serves as a preparatory space for calibrating and customising player setups but also as a hub for multiplayer session organisation. Ensure that your application is thoroughly tested in a multi-machine environment to address any potential issues prior to wide-scale deployment.

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Last updated 1 year ago

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