Closed AndreyZhukov closed 5 years ago
Edit: I managed to make it work that way by using only one MeshSyncServer object and one port number (shared), so all the objects go under the same Root object, only every object has to have it unique name, for it will be being overwritten by the object with the same name form the other DCC (here we used Blender) scene. So, some automatic namespace would come in handy.
thanks for your feedback. but I can't understand what is your problem. can you send me a screen capture?
multiple-client single-unity case is unintended use and almost untested, but possible in theory.
making second MeshSyncServer object and assigning to it other empty game object in the scene as a Root Object, we tried to use different port numbers
this should work. at least it is working on my machine with simple test scenes.
Thank you for quick reply! :) After I read it, I gave it one more try and it worked! :) The thing was I had different scene scale in two Blender scenes, so I wasn't noticing the tiny objects (scale 0,01) appearing from the second Blender instance. I'm happy it works this way! 😇👍 So the naming is not an issue anymore.
Actually this functionality has a great potential for me. There is a tool which works in a similar way, only it doesn't sync with DDC, just Unity: https://www.reddit.com/r/Unity3D/comments/9974m0/scenefusionsynty_speed_build_with_3_artists_1/ http://www.kinematicsoup.com/scene-fusion/ I haven't tested this one yet, neither have I tested MeshSync with multiple-Unity (about to do this). [Edit:] Unfortunately the changes a synced only with one Unity.
With this test I came up with another request :) It would be cool (i think) to be able to make a "Force Manual Sync" from inside Unity, which would behave like the Manual Sync button was pressed in Blender. This is needed for such a situation like when I would need to update/sync with the scene of a friend of mine, and don't have an access to his computer. E.g. he made some changes in his Blender scene, while my Unity scene wasn't open, and after I open it I'd like to "update" it with all/selected Blender scenes.
glad to hear it worked.
multiple-Unity "Force Manual Sync" from inside Unity
these are too special use cases. and implementing these are not easy. I won't do it unless I got several same requests.
Hi,
Is it possible with this addon to make two or more computers sync together with one scene, as to work on one level at once, e.g. I make and animate a character and a friend of mine makes enviro, simultaneously?
We tried to do that by making second MeshSyncServer object and assigning to it other empty game object in the scene as a Root Object, we tried to use different port numbers, but what we ended up with is simple screen sharing inside unity. I mean the game view was updating to the blender scene last "touched", though new objects (from the friend's blender scene) weren't popping into the Unity scene, they were visible only in the game view. It seems that it's not possible to use more than one MeshSyncServer object, as they overwrite each other (as I understand).
So, could you please explain how to do that properly? If it's not possible yet, please treat this message as a feature suggestion :)
Best regards, Andrey Zhukov