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Strange function call in auto-generated model code

Really not sure what's going on here, but it seems like one of the FireChanged functions in the auto-generated model code is somehow getting a reference to one of my scripts and calling a function on it. I get this output: ` begining lobby load UnityEngine.Logger:Log(LogType, Object)...

Moderator Muting Ownership

Let's say I have an AvatarSync on my RealtimeAvatar that has the bool _isMuted. I believe that RealtimeAvatarManager spawns VR Player Character with ownership belonging to the client who is the actual player. If I want a moderator to be able to set _isMuted on another player to true, do I have to RequestOwnership()? Then how do I give ownership back once the client who owns it updates it? Call RequestOwnership() inside the DidChange callback if MyClientID == originalOwner or something?

Confusing MetaModel Ownership Situation

Version: 2.15.5 So admittedly, this could be down to a fundamental misunderstanding of MetaModels and how they interact with the hierarchical ownership structure, but here is the situation: We have a RealtimeComponent "VehicleInteractionSystem" that includes TValue<PassengerManagerModel> which is a meta model:...
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How to call OnRealtimeModelReplaced() only once

Me and a friend of mine are trying to find a way to call OnRealtimeModelReplaced() function only once. Is there any reliable way to do that?

RealtimeDictionary.Count Accuracy

Is the .Count always accurate? What does this mean in the docs: "Adding or removing items sends the minimal amount of information to the server in order to perform the update on all clients. The whole collection is not sent every time."...

Separating Realtime.Destroy() from OnDestroy when a client leaves/stops playing?

Can I set destroyWhenOwnerOrLastClientLeaves to false to prevent OnDestroy from running on my RealtimeComponent? Basically I have an OnDestroy on my RealtimeComponent that I want to run when Realtime.Destroy() is called. But not when a client disconnects (which triggers OnDestroy for monobehaviours)...

Can I send a local player voice to multiple rooms by instantiating multiple avatar voices ?

This means a player will connect to multiple rooms and each avatar voice is instantiated in a separate room.

How room hours are calculated

I'm curious on how the room hours are calculated are they done so at partial level? aka will I get charged 10 room hours if the app had 9.5hr of room time or would I get partially charged the amount aka $0.015 vs full $0.03. This is after the 10,000 hours of unlimited tier of course....

Change default avatar from normcore to my own avatar

Hello everyone, i wanna change prefab default avatar from normcore avatar to my own avatar. where can i change the part. Do I just change the “local avatar prefab” section with my own avatar?
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WebGL first steps

I tried adding a minimal implemention of norm into a basic prototype webGL build. Initially with Unity 6, later downgrading to 2022.3.51. I'm seeing Uncaught (in promise) TypeError: Module.addRunDependency is not a function. I've turned off compression, rebuilt fresh, ... stuck.

Avatars of other players are floating above the floor

On the Meta Avatar when the players are now too far above the floor. It looks like from my view I am into the floor but other players in my instance look like this above the floor even when I adjust the camera rig. Can anybody help?

Real-Time Object view

I need everyone to see a game object over each of the players head in the same instance. Do I use real-time view or transform? Or is there another script I need to attach to the object?

Meta Avatar loads too far into the floor

On the Meta Avatar when the player is sitting they are too far into the floor but when they stand up they are at the right height. I need for the players to not sink into the floor when their avatar loads.

Unable to fully apply prefab changes because of RealtimeView

I have a prefab with a RealtimeView component in it that was added via RealtimeComponent. When I try to save changes to this prefab, it always marks the RealtimeView as dirty, so I can't save the prefab fully. Is there a way to save the prefab?

"Incrementing" a value on a model

If I have a private int _damage on a model, and then I do the following code: public void AddDamageToModel(int damage) { SetDamage(model.damage + damage); }...

Amplify Meta Lip Sync

I need to amplify the audiosource on the Meta Avatar using ontriggerenter. How can I access that Audiosource because I need this feature for the app to amplify the AudioSource on the Avatar Head.
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Punching networked enemies

Gameplay: multiple people facing a wave of enemies. If I punch an enemy, I want it to fly for everyone. Is this the right architecture? Enemies have kinematic rigidbodies with RealtimeTransform. If I punch an enemy (via OnTriggerEnter), I claim ownership of the enemy RealtimeTransform. I turn the rigidbody (on my client) to kinematic = false, apply my custom punch force with physics. The enemy flies on my client and its transform gets synced to other clients via RealtimeTransform. SO everyone sees it fly. Once the enemy hits the ground and finishes rolling, I release the ownership and set the rigidbody kinematic = true again. I understand we can just do networked rigidbodies and Unity physics collision and this is handled mostly "automatically" but I want to use OnTriggerEnter to do some custom punch power calculations based on the puncher's "strength level."...

Microphone doesn't work

For some reason one of the clients run into this line and others can't hear it. Why is it happening and how can I fix it? I have 3 roles - Teacher, Player, Observer. No one can't hear the one who starts as player, but other roles are ok and player can hear other roles. I did find any problems with avatar prefabs, they are pretty similar. Class name AudioDeviceDataReader. Line 46 // If the next read head will be past the write head position, bail....
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Connecting rooms by geo

I know that new rooms are colocated with the first person who enters the room, but is there a way to specify room geos manually? The use case is funneling players automatically into an existing room for their geo or to create one if it doesn't exist. Right now, my game just funnels players into any open room, which can cause some players to get stuck with bad ping. If I have to do this manually, is there a way to know what geos Normcore supports? Or is the best thing for me to just bucket them on my own and let the buckets connect to whichever Normcore server it finds?...

Have multiple clients apply a force to a rigidbody

Wondering if there's any way to have multiple clients be able to apply a force to the same rigidbody. I know that realtime transform will only allow the owner to modify the position of a rigidbody, just wondering if there's any workarounds to this of if this is something anyone else has had to solve before I am trying to build a system that allows two or more users to carry/lift the same object. I'm thinking I'll need to have the non owning clients send their desired physics input over an RPC to the owner and add that in...
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