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Meta Avatars Sample to use zip only

Hello! I'm just wondering if it is possible to make the meta avatars sdk sample only use the zip presets instead of the cdn version? I want to save the avatar choice locally to a settings file, get the index as an id and then load it locally/share it across the network. If this is possible, what is the best way to do this, as I assume I cannot alter the sample code given as it is part of a package? Any guidance on how to approach this would be massively appreciated! Thank you!...

Is there a way to swap avatars?

I'm adding avatar skins to my game, so a fruit bat vs a vampire bat. I'd like to be able to press a button and swap the avatar on the normcoreplayer. Is there a function to allow this?

How do I profile my game?

I've noticed when I have a lot of players in my lobby and they all start spawning normcore-synced items my frame rate drops abysmally, and if it stays too long like that the lobby crashes and they get sent to a new one. It doesn't seem to be an issue of too many triangles in the scene, I'm getting this even with 50k tris in view.

Better way to take ownership of Rigidbodies on start?

Hey, this has been a long required thing to do in Normcore, and truthfully I've always done it in kind of a hacky way where whenever anyone joins they take ownership of any unowned rigidbodies, but I would like it to really only be the first client joining to do this. Sadly there doesn't seem to immediately be any way to check if you are the "initializer". I know there is the model.isFreshModel however you cannot request ownership during this time, so I'm kinda curious overall if there's some...

Android XR Support

I'm porting a Meta Quest Unity XR project over to the new Android XR platform and the project used Normcore for it's multiplayer aspect. I'm wondering if there has been any work to support this new platform? Thanks

trying to create a detailed room join/create ui wish me luck

idk if normcore even has the ability to list rooms like photon does, or even join a random room. uh oh

How to sync avatar animations for PC

How to sync avatar animations from animation controller the root prefab already has real-time transform...

data changes just prior to ClearOwnership() calls

Can I set data on a locally owned model and immediatly follow that with a ClearOwnership() call and still expect that data to be replicated properly across all clients?

More information about cloud regions and the way they are determined

The docs only very briefly explain that: "You can create as many rooms as you’d like, and Normcore will automatically determine the ideal region to host the room based on the players connecting." How does that work? Won't the first player (the one creating the room) determine the region for everyone the will follow? Can rooms migrate between servers/regions as new players join/leave?...

People can't hear each other now in another scene

All of a sudden people can't hear each other in the scene using the Realtime Avatar Voice but it works in other scenes

How to avoid Rigidbody RealtimeTransform objects colliding with things upon "teleporting"

Basically, I have a local player that teleports their "weapons" back to their holsters on respawn. These weapons are realtime transforms with rigidbodies. On remote clients, this teleport is registered as an instant linear motion from the last position back to the holster, causing crazy collisions and physics issues to anything in their way on the way back. Is there a "teleport" functionality in realtime transform that helps prevent this?

How to know when to request ownership ASAP?

We have a script that requests ownership of an object right away. However, this throws errors such as:
Exception: RequestOwnership called before the model has been added to the datastore.
Exception: RequestOwnership called before the model has been added to the datastore.
and our script is:...

Avatar spawn in twice

The last version I was on that this was not an issue was 2.12. After that, I updated to 2.14 and ever since that I've had an issue with avatars sometimes double spawning. I use Avaturn avatars and this was not an issue in Normcore up to version 2.14. I've tried out the latest Normcore recently as well to see if there was anything that was causing this that got patched up, but the issue is still there... The way I have it setup is Avaturn requests to download an avatar from it's server (where the avatar was created online via a browser), and after that, the model is simply placed into the Normcore's avatar and it retrieves all the bones to sync up properly the movement with tracking. The issue looks like this - you can enter the room and everything is ok, or sometimes you can enter the room and see someone spawned in double - one avatar copy will be t-posing and the other will be tracked or sometimes even the other copy looks broken if the bones were not read correctly due to double spawn....

Syncing Grabbing and throwing an object

How do I sync a player grabbing and throwing a ball for example and everyone in the server can see it?

Bizarre RealtimeTransform behaviour

Sorry I've had to get off tonight, but I'm able to give more information tomorrow I've got a scenario with some interactables, and the flow is basically User presses E to pickup > Instant RequestOwnership on the interactable's RealtimeTransfork > OnGrabbed UnityEvent fired for any listeners...

Late Joiners Cannot see previous players

Hi, I connect to multiplayer. When connected, I load the scene. That scene spawns the player Problem: - For player1 (which is the first player), it can see player 2 when it joins late sync is fine. - But for player2, the late joiner, in the unity hierarchy, there is no player1. It was not instantiated....

audio bugging out due to voice chat

for some reason when a bunch of players are in the same location with voice chat on audio will bug the hell out, when i turn vc off the issue isnt there anymore, if the player is in a audio reverb zone it starts cutting out even more.

i nead help

can some one tell me waht to do πŸ€”
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