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32 movable chess pieces on a table.
A Reset button in-scene which resets all pieces to their original positions.
No special game logic other than moving pieces around on the board.
No restrictions on movement based on chess rules (just planar movement).
No physics applied (see: Sync Property Components and Physics)
Installing the Cavrnus Plugin (Unreal Engine)
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Initial Cavrnus Setup
The first time a new project is opened with the Cavrnus plugin enabled, the Cavrnus Spatial Connector dialog box will display may pop up to guide the initial setup.
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Click Set up your Space to add an instance of the CavrnusSpatialConnector to the current map.
Alternatively, you can add the CavrnusSpatialConnector instance to the level from the Cavrnus menu on the Unreal Editor Menu bar.
Note that you only need one instance of CavrnusSpatialConnector for a given level.
As described in the Setup Your Scene guide, configure the settings for the CavrnusSpatialConnector on the Details panel:
Domain Name: cave.g. dev<CompanyName>.cavrn.us
Auth Method: Select Guest Join Auto
Guest Join Username: <Enter any name here>
Space Join Method: Select Automatic
Automatic Space Join ID: Reference a valid 24-character Space ID from the Management Console. (e.g. 65d51cde823bca2e0f0bc79c)
You can also input a User Defined Join ID.
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Tip |
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At this point, the level is now connected to a server and will directly enter a Space with copresence. The next step adds synchronization of level assets. |
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Info |
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It’s worth noting that if you have matching projects in Unity and Unreal where the objects/assets in the corresponding Heirarchy/Outliner match each other in name (case-sensitive), then running the applications in the same Space will synchronize with copresensecopresence! |
Adding an Avatar
The Cavrnus Spatial Connector comes with a complete set of default pawns ready to use in your Cavrnus Space. In this demo we’ve already created a customized player pawn, BP_ChessPlayer, specifically tuned for this level. This custom pawn can be found in project Content folder under Blueprints, and is derived from the BP_Cavnus_Pawn blueprint which comes with the plugin. Note that the derived player pawn inherits all the necessary Cavrnus Sync components from that parent.
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Then, in the Cavrnus Spatial Connector, we will set the Remote User Avatar to be this.
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You can also create a Custom Avatar by applying the necessary Sync Components to your own pawn, or simply inherit from one of the Cavrnus base pawns. You can find these pawns in the Content Browser under Plugins / Cavrnus Content / Pawns / Blueprints.
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