Peer-to-peer Syncing and Live Editing of Shared Virtual 3D Spaces
summary
A peer-to-peer system is built that syncs Unity-based peers and a browser-based reactive JavaScript client running at 60 Hz using WebRTC and an observable notebook for live programming. Latency measures show lower end-to-end delay than a popular Unity client‑server service. A simple “claim temporary ownership” physics algorithm yields realistic interactions for roughly 100 objects but begins to struggle around 90–100 objects; WebRTC handshakes and cross‑platform setup remain painful.
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chapters (5)
- 0:00Start
- 0:06Peer-to-Peer Syncing and Live Editing of Shared Virtual 3d Spaces
- 3:55Cross-Platform Collaboration
- 11:45Questions
- 13:50Benefits of Working in a Notebook
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