Author Topic: Re: Integrating TNet with Steam Networking  (Read 1705 times)


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Re: Integrating TNet with Steam Networking
« on: March 20, 2021, 11:18:21 PM »
Hey Aren, I am looking to use TNet in my next project, which will be in VR and on the oculus Quest 2. Oculus provides a some platform features such as rooms, matchmaking, and p2p connection. I'm wondering if this same interface would be easy to use to run all the data through the oculus protocol? If so, do you know how that would be implemented best? I am going through your Steam example and there a few things I don't quite understand. The Oculus API uses a standard connection / disconnection so it's a bit different than the steam implementation, though I think the data still all goes through a single common function (not entirely sure yet). It also seems like your class that implements the Connection interface represents a connection to a specific user, yet it seems like you assign it to a single static instance, so I am unsure exactly what it is supposed to represent. Is the userId of that supposed to be the local user or the user you are connecting to for example.

Here's the page to the Oculus p2p. If you could just let me know if this is doable with your system that would be great. If you could help me understand how it all works and how this would be implemented with the Connection interface, that would be even more amazing.