Closed reedv closed 7 years ago
Whether using pass-and-share or multi-device, should be a distinct scene from the single player mode?
play and pass: simply alternating which player objects were active or not (using SetActive()) produced physics errors when switching back to those objects (objects would freeze when trying to launch them). Thus need to implement custom behavior for how players are "activated" and "deactivated."
Maybe pass-and-share multiplayer mechanics should be implemented first. I think this might be a better idea since it reduces the cost of people playing from 'everyone needs an xbox to play' to 'I have an xbox at my house we can play' (especially since the cost of an extra device, Hololens in this case, is currently nontrivial).