I am trying to add networking to my game via Photon Realtime and have a unity scene set up with this script attached to one of my game objects :
public class Multiplayer : MonoBehaviourPunCallbacks
{
// Start is called before the first frame update
void Start()
{
PhotonNetwork.ConnectUsingSettings();
}
public override void OnConnectedToMaster()
{
Debug.Log("OnConnectedToMaster() was called by PUN.");
RoomOptions roomOptions = new RoomOptions();
roomOptions.IsVisible = false;
roomOptions.MaxPlayers = 4;
PhotonNetwork.JoinOrCreateRoom("ChunckyMonkey", roomOptions, TypedLobby.Default);
}
public override void OnJoinedRoom()
{
base.OnJoinedRoom();
Debug.Log("Room was Joined.");
}
public override void OnJoinRoomFailed(short returnCode, string message)
{
base.OnJoinRoomFailed(returnCode, message);
}
}
I can see the corresponding logs in unity's output but when I run the game with two oculus headsets I do not see the other player. So it seems to be working according to photon but I don't see it. This is using quest 2 unity version 2019.4.31f1. Could photon be configured incorrectly or sending each player to a new room ?