With the CSC plugin enabled, there are two ways to setup your scene.
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My Server:
This is the domain you registered with Cavrnus when you configured your account. Enter your company’s URL in this field. (e.g. “CompanyName.cavrn.us” )
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Select “Prompt to Enter Name” to trigger a prompt when the Guest first enters the space. Note that this requires a Blueprint Widget to be selected as the prompt that will display. A default widget is provided with the Cavrnus Plugin files, but you can also create your own custom design.
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Note |
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Guest Logic is only available on the Cavrnus Dev Servers at the moment. It is coming to production shortly as described above. |
Members are authorized users who have login credential on your domain. This method is recommended for controlling access to private or sensitive information.
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Info |
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Note: A Cavrnus Space will often be filled with Properties pointing to specific paths within your application. Therefore, allowing users to just open any Space could result in them bringing down a Journal that is meant to be for a different application. Example: One of your users has access to a Car Configurator Application which connects to the “Car Config” Space. They also have access to a Conference Room Application. Allowing them to join the “Car Config” Space from the Conference Room Application would give them a bunch of car-related Properties which their Application wouldn’t know what to do with. |
Avatars and Co-Presence:
Avatars in Cavrnus are driven by the same Properties logic that governs the rest of the Space. As such, any Avatar you want to use will need to, Avatar properties are synchronized the same way in a Cavrnus Space as any other asset. Therefor a pawn or character must, at a minimum, have a SyncTransform script component on it or some other way of Binding/handling the “transform” Property to show to synchronize the User’s movement. The Unique Container Name can be left blank though, because it will be automatically filled in by our systems the Cavrnus system for each individual user when spawned. These In addition to position, avatars can also send & receive any other custom properties you want (:
User Color
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Left Elbow Transform
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To use a customized Avatar, simply assign it in the Cavrnus Spatial Connector.
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To send your Co-Presence to other users, select the Local User’s rig and hit Cavrnus->Set Selected Object As Local User.
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Right hand socket
Laser state/color
and more …
Default Pawn Class
Just as any Unreal Engine project, you can define different pawns for the local and remote users. The local avatar is defined in the standard location in Unreal Editor, the Default Pawn Class in the GameMode.
To synchronize a user’s local position to display in other team member’s views, the local player pawn must have a SyncTransform_Character component to post it’s transform matrix to the Journal.
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In the image above, the default BP_CavrnusPawn blueprint has been derived to create a custom character pawn. The SyncTransform_Character component is inherited from the parent and can be uniquely configured. Other Cavrnus components include the SyncLaserComponent, SyncPawnColor, and the NameTagWidget components, which appears above the character in the viewport. Each of these are necessary for synchronizing specific properties in the character, and are available in the Cavrnus Spatial Connector plugin folder.
Remote Avatar Class
The Remote Avatar Class is assigned in the CavrnusSpatialConnector instance placed in the level. This can use the same Character blueprint as the local user, or use a custom pawn.
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Space UI
Once your users connect to a Space they may want to see some menus appear. The Cavrnus Spatial Connector allows you to specify which UI to show both while the Space is Loading and once it is ready. We provide a few defaults (a Loading graphic, a Users Menu, and a Voice/Video Menu). You can modify/replace these and add your own at will. Loading Menus will, of course, be destroyed once the Space is connected.
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