0 votes

I have a VR game prototype with multiplayer and a dedicated server, both are on the same machine.

In Desktop mode, the game can connect to the server, no problem.

When I load the game on my Oculus Quest 2, it does not connect to the server.

I'm using this to connect:

const DEFAULT_PORT = 10567

var peer = NetworkedMultiplayerENet.new()
peer.createclient(ip, DEFAULTPORT)

I tried using the IP of my machine on my LAN, no success, I tried using the external address of my machine and using port forwarding, no success.

Maybe setting up the server on an external machine (VPS) would work? There are permissions in the export settings for Android, I checked "Internet", and then everything, but no change.

Also, I don't know if there is a way to see the debug log when on the Oculus.


Godot version 3.2.3
in Engine by (285 points)

1 Answer

0 votes
Best answer

Ok, I found the solution.

As I figured out, in the Export options, you need to check the "Internet" permission.

However, you also need to check "Clear Previous Install" if you already deployed, or the permissions won't be updated.

by (285 points)
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