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Networking

I have a game with 4 players and when its user turn I transfer ownership of all the items to the current user, as the game moves forward networking starts feeling really slow and weird when grabbing objects and things

Opening universal menu teleports arms to floor

Currently using Normcore to sync VR avatars. When I press the universal button (whether in a Quest build or via Link), the arms of the avatar teleports to the floor. Does anyone know how to prevent this, or at least how to detect that the menu has been opened?

Offline rig

how do I make a offline rig so when i join a server that rig is gone and now showd the player prefab thing

First person to create the room fails to listen to the on change events correctly

If the room is initially empty and the player creates it, the onChange events don’t trigger correctly — the value updates, but onChange doesn’t run when the other player changes it.

How to get normcore connected region?

How to get normcore connected region?

How to update Normcore package to latest?

How to update Normcore package to latest?

I'm getting horrible echoes

If I get too close to another player, I start hearing my own voice from their avatar and then it echos louder and louder until it's screeching in my ear. Is this a normcore problem or a unity problem?

Finger animations

how do i add fingers animation

Menu

how do i add like a menu in the game so i click my settings button on my vr controller and it lops it up and i can change my settings liek snap turn level server and join server and leave game? Btw my game use the hexa body v4 and is for quest 2,3,3s

Getting global ID of other player

I'm trying to broadcast a message via RealtimeModelEvent from one player to another. In the event handler, I only want the event handler of the receiving player to act on it. To do this, I'd like the event to include some kind of recipient ID, so that all clients who receive the evnet can check the recipient ID against their own ID. Is there some kind of ID I can use for this purpose which is consistent within a given room?

Avatar Physics Interactions

I'm building a VR game where you can push/hit someone and make them move (similar to Orion Drift ball where you can push someone and make them fly backwards). What is ideal architecture for this? Thinking about using an RPC to send a rigidbody.AddForce event to your client when I intersect your avatar on my side. Considered having your local avatar have networked physics on them but not sure that makes sense from a multiplayer PVP perspective (eg the person hitting should be the source of truth). So proposal is: I push your avatar on my client, trigger collider event happens, then it sends an RPC to your client which does the physics on your side. Your avatar maps to your rig, which just got pushed on your client, so everyone sees you move....

Parent and child transforms scale sync

If I have a Parent transform with a RealtimeTransform and ownership of it, then this parent has a child transform, does changing the child's scale get's synced to remote players?

How to know when a player disconnects?

How can clients know when other player disconnects from the room? So I can show feedback about that

Latency on Free Tier vs. Paid

Hi, will we see any improvement on latency with the paid tier? We're still in development, so are planning on upgrading when we go live, but am curious if we'll see better performance when we do this.

Taking the first player that triggers an action

Which would be a good approach for this case? I have some players in a table and I want to give a point for the one that press the button in the table first (when the lights turn on for example), Should I have a button owner that listen to the players trigger (ej a realtime property boolean for each player model or even an rpc call) or I can use a realtime collection in a model that has no owner to manage it? (since it is suppose that collections are prepared to avoid race conditions)

Is there a way to setup the server/client with a bigger timeout so it will not disconnect easily

This is for developent purposes - it is preferable we avoid such disconnections when we (for example) use breakpoints or pause the editor.

How can I keep my Realtime prefabs out of the Normal/Resources folder?

Prefabs that have a realtime view in them must be kept within the Normal/Resources folder. Is there anyway to change this? I'd like to keep the prefabs organized within my directory as best suits my project.

Clients and spawn points

What would be a good approach for this case: When the clients connect, I want to spawn them in specific positions that are stored in an array of transforms, so to have control of it I imagine that the first player must have the ownership of this container with the index in the respective model. The thing is that each player spawns themself also but they cant try to take an spawn point since could be a raise condition (When an spawn point is used, the index is changed) son 2 players can be spawne...

Whiteboard for multiplayer using normcore and meta avatar

I have created a multiplayer scene with whiteboard functionality but the problem is the brush strokes are viewable to other player in doted manner but owner can view completely

Instantiate callback for clients?

Is there a callback to subscribe when an object is instantiated at runtime? So the other clients know that object has been created
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