JulienActiveMe Posted August 24, 2023 Author Share Posted August 24, 2023 Actually, I do have to do this in the update method private void Update() { if (!IsOwner) return; var hmdPose = VRModule.GetCurrentDeviceState(0); if (!hmdPose.isPoseValid) return; } If not, I spawn at Y = 0 and stay there. Is that a bug of some kind ? Anyway, it's working now, thanks ! Link to comment Share on other sites More sharing options...
VIVE_chengnay Posted August 26, 2023 Share Posted August 26, 2023 Hi @JulienActiveMe, I don't think there is bug, it is just how it should work for NetCode. I reference to some samples online and came up with my own solution. https://github.com/dilmerv/UnityMultiplayerPlayground/tree/master https://medium.com/eincode/getting-started-with-multiplayer-player-movement-f9f7f6a4217 By the way, if there is bug, this should be NetCode related bug, you should ask Unity instead. 🙂 Link to comment Share on other sites More sharing options...
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