Puzzle #1 — Rotating Dial with UI Hint — XR Multiplayer Template

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في الحلقة دي هندخل على أول لغز في غرفة الهروب: القرص الدوّار.
هنشوف إزاي نخلي اللغز يشتغل بشكل طبيعي في الـ XR Multiplayer باستخدام Unity Netcode.

اللي هنتعلمه:

إزاي نخلي اللاعب يلف قرص (Dial) ويتسجل الدوران عند السيرفر.
إزاي نستخدم NetworkVariables عشان نثبت قيمة الدوران وتتزامن لكل الكلاينتس.
إزاي نخلي في Hint نصي يظهر على Canvas في العالم يوجّه اللاعب.
وهنشوف إزاي Late Join بيشوف حالة القرص الصح من أول لحظة.

⚠ ️ ملاحظة: الشرح موجه للناس اللي عندها خبرة مع XR Interaction Toolkit. مش هنعيد شرح أساسيات الـ Grabs أو UI.

English

In this episode we implement the first puzzle of the escape room: the Rotating Dial.
We’ll see how to make this puzzle work seamlessly in XR Multiplayer using Unity Netcode.

What you’ll learn:

How to let a player rotate a dial and commit the value to the server.
Using NetworkVariables to replicate the dial’s state across all clients.
Adding a world-space UI hint to guide the player.
Ensuring late joiners instantly see the correct dial position.

⚠ ️ Note: This tutorial is for developers already familiar with XR Interaction Toolkit. XR basics like grabs or UI setup are not covered.

Contact mehttps://www.linkedin.com/in/ahmed-abdailla/la  
ahmed.mousa.aed@gmail.com




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