Hello,
I use Unity and my project includes a Main Menu scene with a Main scene, using SceneSwitcher component. Could you clarify which Needle Engine components should be in each of these scenes to have networking functionality setup properly, syncing scene elements?
Please consider that the Main Menu scene uses an input field and a Join button to enter a custom room and this connection should persist after switching to the Main Scene, thus allowing users that join in using the same room name, to have the same collaborative shared environment.
Please include details, i.e. the Synced Room’s parameters, like Room Prefix “1”, URL Parameter Name room “room“, Require Room Parameter “disabled”, Create Join Button “disable” (the latter should be served through GUI).
My Main Menu has now 10 game objects, i.e.
- Needle Engine
Needle Engine (Project & Export), Component Generator, Skybox Export Settings, Needle Editor Sync, Compression and LOD Settings components, - Networking
SyncedRoom component, - XR
WebXR component, - Camera
Camera and Audio Listener components, - Camera Target
No components attached, - SpectatorCamera
Spectator Camera, Camera and Universal Additional Camera Data components - SyncCamera
SyncedCamera component - XRRig
XRRig component, - SceneSwitcher
SceneSwitcher component with MainScene added in Scenes list, - EventSystem
The Main Scene includes only the scene content with proper use of SyncedTransform, DragControls and Deletable components on the required game objects. Note that if “Needle Engine” game object is not used, these components do not have the “Needle Component” indication next to the script name but only “Script” and no TS icon indication but C# icon instead.
By uploading the project to the Needle Cloud, will the connection work flow be the same or that is handled differently like adding room parameter to the URL that should be considered during my tests locally? I do not use the “Networking” component.
Thank you!
