I have a problem, I am working on a two Player VR experience. In this experience each Player has a Pen Tool, for marking specific elements, which kind of works. If the trigger is pressed the particles spawn, if released it should stop spawning.
For the Host Player everything works perfectly but not for the client. The client cant stop spawning particles after pressing the trigger.
Are you using a listen server? Or dedicated servers?
If your particles are not stopping, you should be able to simply call your Stop function (which would also need to be multicasted) in order to stop the particles.
The three components are particle effects (three colors). I created three different ones, so the user can switch between them. And I am using deactivate because I dont want to destroy the particles. They should stay in air kind of like in tiltbrush.
I am calling the Stop Spawn function on Motion Controller Trigger Release
So when you press your trigger, you are calling StopSpawn_Server top left, which is a multicast function correct? Multicast functions must be called from the server in order to be replicated to all clients. So create a Server RPC which calls StopSpawn_Server and have the motion controller call StopSpawn_Server when you release.
No on trigger release I have the function “Stop Spawn Client” which “runs on the server” which then calls the “Stop Spawn Server” which is set to “Multicast”.