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Live Connection workflow for continous experiences #58

@aaronvark

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@aaronvark

I've been trying to test out the live connection workflow, but it is causing issues in several ways:

  • Disconnecting & reconnecting to a live state doesn't work properly if you've changed scenes (and potentially in other situations like restarts, etc.)
  • The Resonite side often duplicates objects. I'm still trying to figure out exactly when (I've had situations in which 4 Directional Lights were all following a single Unity object), but likely due to connecting to live sessions multiple times and some static state in Unity containing old references maybe?
  • Resonite has a lot of "mess" after a live connection that is sometimes a bit difficult to clean up properly, and requires the world to be restarted from a previously saved state to be able to connect to it again.

We're really interested in also using this in a live experience context which would require the Resonite side to be cleaned up / reconnected to more easily, and to return to a previous live session (for instance after an issue in Unity required an editor restart) with the expectation that Unity's live connection will encounter previously spawned elements in Resonite that it should reconnect to. Preventing the need for the Resonite session to be closed & restarted would also allow for a more seamless experience, as we usually have multiple instances connected that would otherwise constantly need to reconnect after the host starts a new session.

I wonder if this is something that's out of scope for the SDK? I can try to isolate more specific workflows that cause errors and posting individual bug reports for those if needed, but just wanted to start a more general discussion about the live experience use-case here.

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