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How can I sync a trail renderer?

I'd like to sync a trail renderer that's on my avatar, so that players can see each other's trails while flying. I know trail renderers are considered complex objects, so how would I sync them in Normcore? I don't necessarily need the exact same trail, just one that roughly correlates, because it's purely visual.

Handeling userID

For the library I need a Uint to refernce players, but what is good practise for assinging them? Can I use ClientID?

How to get a shared score in a server, calculated from individual networked players

I want to change the scene based on the average value of each player. How can I calculate an average server score based on all players that are in the scene networked?...

Nullreference using the Avatar VR prefab.

I get a lot of nullreference errors when I add scripts to the avatar prefab. They reference to each other, for instance a script on the avatar head, referencing the mouth, and another scripts the movevement of the controllers. Am I missing something?

Using RealtimeArray for reliable, ordered messages

As previously suggested, I want to use a RealtimeArray as a ordered queue for sending reliable, ordered messages. Messages can sometimes quickly (less that 30ms), but it is important that every message is sent in order. I need some guidance on how to use RealtimeArray to solve this problem. I have looked at the multiplayer paint brush example, but it is not helping my understanding. Here are a couple of strategies I am pondering:...

Destroy Object

How do I destroy and an object that has the real time and the real time transform components?

When property on RealtimeModel is updated quickly only last change is transmitted.

I am finding that when property on RealtimeModel is updated quickly (perhaps in the same frame), only last change is transmitted. Is there a way to force a send? I am using UniTask inside an async method, and tried a UniTask.Yield...

Syncing video from asset files .mp4

This is for testing purposes of the documentation BOT. Please give me a tutorial on how I can sync the playback of video. I want all users to be able to start, stop and pause the video. I'm using unity videoplayer. it's an mp4 file. I'm building for quest....

Partial class or no? Mybe a mistake in documentation but idk

Hi, This script in the image did not work. I asked my friend GTP and it works when the StopwatchModel is a public partial class instead of a public class....
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Rigidbody drifts when user alt-tabs

Hello When a Rigidbody is owned by a user who suddenly goes “inactive” (e.g. alt-tabs, loses focus, or exits), the other clients continue to see the object’s last known velocity and angular velocity. Those velocities remain “locked in” because there are no new updates coming from the owner to slow it down. What is the most common design pattern to avoid this?...

What's going on with offline mode?

I'm adding an offline mode to my application. It sounded simple enough to implement with Normcore's offline mode. So, I set the room connection options to offline, but now I'm running into some weird issues. ``` Exception: This view doesn't have a model yet. Wait until the model is present before interacting with the ownership. Normal.Realtime.RealtimeView.get_isUnownedSelf () (at <83f033e5a6a04834bc436ae66ff481be>:0) Normal.Realtime.RealtimeComponentEditor.GetComponentOwnerString (Normal.Realtime.IRealtimeComponent component) (at <55422fd9908c4c16a024190b9f5c4321>:0)...

Must all RealtimeViews be instantiated at runtime?

Is it not possible to have a RealtimeView in the scene? Do all RealtimeViews need to be instantiated at runtime? I'm getting this error for RealtimeViews that are already in the scene before runtime:
RealtimeView model is null. Was this view instantiated with GameObject.Instantiate instead of Realtime.Instantiate? Make sure you're passing a prefab name and not a prefab reference to avoid accidentally calling GameObject.Instantiate().
UnityEngine.Debug:LogError (object,UnityEngine.Object)
RealtimeView model is null. Was this view instantiated with GameObject.Instantiate instead of Realtime.Instantiate? Make sure you're passing a prefab name and not a prefab reference to avoid accidentally calling GameObject.Instantiate().
UnityEngine.Debug:LogError (object,UnityEngine.Object)
...

Dynamic Colliders for a Growing Rigidbody, is it possible to do this with normcore?

Hello, I'm having a go at making a sort of Katamari Damacy game where a ball gets bigger as it collects stuff. I'd like to pick up cube colliders and add them under my Rigidbody affecting the way it rolls. I have read that there are issues with changing transform parents, but would there be issues with enabling or disabling a pool of cubes (either by changing layers) and then moving them at runtime?...

Childing Realtime Transform Behavior

If I realtime instantiate an object and then parent it to another object. obviously that parenting only exists on the clients system who instantiated. If they are the realtime owner though will their transform continue to properly sync in world space correctly the world position of the child obejct for other connected players? So even though we aren't parenting it for the other players it's world space position updates would still be correct right?

Question.

Question. If I want to make one player mute to all players can I disable the Realtime Avatar Voice (Script) Component ? I know there is a mute setting, but it looks like that fills the data with 0s, but still sends the silence. Also, what if I disable the Realtime View (Script) Component. I assume that stops all network traffic on the gameObject, like voice and transform. Can I safely re-enable these later to make them work again ? Is this the best way to do this ?

camera

I tried adding a camera to the avatar head so I could see in first person, which works fine when I have one player, but when I add a second player, the first player starts seeing out of the perspective of the second player. Does normcore have a way to do first person VR out of the box, or should I write a script that attaches a camera to each player?...

Rigibody adding force

Two players both have code that can add force to a rigidbody, but only one owns the rigibody, do I need to add a check to make sure the player that does not own the rigibody will a not add force? Or does realtime transform cause any other updates to get ignored so it is not a problem to have this conflict for the player who does not own the rigibody?

steering wheel syncing

So if we have a vehicle, we would have to have the wheel as a child of the rigibody on the car. I understand that parent child relationships get tricky when trying to sync so what is the best way to set up a car with a syncing steering wheel? A holder object top parent that is a realtimetransform only, then rigibody siblings as all the children linked with joints?

Help Syncing Mesh sliced position. Can anyone help

I am having problem syncing the mesh sliced position. The mesh's transform and rotation is syncing well but th e sliced position is not syncing. can anyone help?
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