Tutorial: Position Tracking
Also see this video about position tracking.
This tutorial will explain how to configure your project to track the position of players. This is required for 3D positional audio playback of remote player voice chat and collider trigger support for
To setup position tracking you simply need to attach a single behaviour to all your player entities. This behaviour depends upon which network integration you are using, it will be located in the folder for your integration:
Ensure that this component is attached to all entities in the scene which represent a player (both the local player and all remote players). If you have a prefab which is used to construct your players you can simply attach the behaviour to this prefab. For slightly more advanced setups you may need to write your own player script for position tracking, you can find documentation for this here.
What Does Position Tracking Cost?
Some people have avoided using the position tracking because they're worried that it's wasting network bandwidth - after all your player positions are already synchronised across the network so it would be a waste for Dissonance to send the positions to. However Dissonance does not send any extra data across the network when position tracking is enabled - instead it relies on your game objects already being in the right place on every client and simply plays the audio from wherever they are in space.
Using Position Tracking
When positional audio is enabled the voice from remote players will sound like it is coming from the correct position. To enable this simply tick the "use positional data" checkbox on the voice broadcast trigger.
Collider Chat Room
Voice broadcaster triggers and voice receipt triggers can be configured to only send/receive audio when the local player is inside a certain volume. See this tutorial for how to achieve this.
Direct Transmit To Player
When position tracking is enable transmitting to a specific player is simplified. If a
Voice Broadcast Trigger is attached to a player entity it can be configured to transmit to the player represented by the game object. See this tutorial for details.