Multiplayer and Augmented Reality: the RiftersAR Experience
Anton Pendiur
- Hall:
- VR/AR/QA/Localize Track
What the talk is about
Anton Pendiur talks about building RiftersAR, a multiplayer AR shooter that uses all six degrees of freedom, so players move and dodge a lot. Instead of the standard ARCore-based sync, the team designed a lore-friendly way to join a fight: phones scan each other's codes, and the code's size and orientation give the devices' relative positions. Loading starts in parallel, so there are no loading screens. He covers heuristics for head position, floor detection and AR initialization, plus ways to handle players walking into mobs. He then shows the Unity networking architecture: shared server and client code, rollback and simulation of commands in "waves", code generation, and tools that create a new mob in one click. Useful for AR and multiplayer developers.