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WebGL Unity 6

Just checking in to see what the most recent officially supported Unity version for WebGL builds is? I'm on Unity 6.2.14f1 and am still getting the "allocateUTF8" error on launching builds that I can see referenced in earlier posts. Is the most recent 2022 LTS still the only version confirmed to work with WebGL builds? Thank you!

Restarting specific rooms from PC?

For some reason, anyone who connects to Room 01 right now has their Quest crash. Unfortunately, that's the first room all players go through. I can connect just fine to Room 02, is it possible for me to restart Room 01 somehow?...

Automated UnityEvent Sync?

We want to start sending UnityEvents across the network, and were wondering if there was an automated way in Normcore to sync them, or if we'd need to make a separate model for each UnityEvent that is called, or an EventBus with a network model.

gameObject.SetActive(false)

If I have a realtime component on a game object and I deactivated the game object does the model update or does the game object need to remain active to send/receive model changes?

Pausing Normcore Service?

I clicked pause on the Normcore dashboard while I deal with a hacker who's taken down my backend, but players are telling me they're still connecting to the rooms and everything is working okay.

How to stop Unity from virtualizing realtime avatar voice?

I have an issue where voice chat is virtualized by unity and then stops working. I was able to kinda solve this by repeatedly reinstantiating the realtime avatar voice chat as a prefab every time it was virtualized, but that led to super choppy and unintelligible chat. My game has a lot of sounds, all of which have a priority of 100 other than voice chat which is attached to an audio source with a priority of 0. Still, Unity constantly virtualizes the voice chat, probably because it’s quiet some times.
Is there a way to fix this WITHOUT rewriting my whole sound system / doing pooling? I don’t use pooling because it over complicates things and I get wonderful performance without it....

How can I see realtime model values in unity editor?

I want to see what the current owner and values of my model are.

Just reporting that this bug happens

We're seeing this in the logs ... it seems to also co-incide with actual users report buggy behavior but I'm not 100% sure. In any case the callstack is entirely internal to Normal so I just thought I'd let you guys know this is happening in the wild. (We're on 2.17.0)...
No description

I am having trouble with item based ownership

In our game, we have items that mainly driven via XRGrabInteractable.cs and RealtimeTransform.cs and can be held by the player. It works 90% the way I want it too, but, I have edges case where items that are instantiated can sometimes become 'suspended' in air. These items are spawned via real-time instantiation and utilize real-time pooling. This item 'suspended' in air bug can also be triggered if players are rapidly passing items back and forth to each other, which leads me to believe it is an ownership issue. When the bug occurs, the player who owns the realtime can grab the item and move it around normally. When they let go of it, the item stays either static in air, or floats towards the direction of the release. On the clients who do not own the item in that moment, the item doesn't move at all....

Voice chat lag

I implemented Normcore's voice chat in a test project, and the audio stream is extremely buggy, with voices cutting out a lot. I should point out that this happens both directly in the Unity editor and in a build. Any solutions/explanations to suggest? I'm at work, so obviously the connection is excellent....

Do child realtimeviews not need an owner?

I'm looking at my NormcorePlayer, and the top-level realtimeview has my local client as an owner, but all the child object realtimeviews have no owner.

Is there a way to get rid of deprecated views?

I seem to have tons and tons on all my older realtimeviews.
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onavatardestroyed never called

I am trying to make a LocalPlayerRegistry script that has a list of all players in the Normcore Room with their Meta display name and clientID attached. I am using RealtimeAvatarManager to get a list of all players, but for some reason if Client A and Client B are in the same room, and Client B leaves, Client A never gets an OnAvatarDestroyed event from the RealtimeAvatarManager.

2 or more values changed garantee

There is garantee that 2 values (for example 2 Vector2 values) changed in the same Update() call, it will be sync for other clients both at the same time? for example if v1 has a didChanged() with DidChangeEvent.AfterRead, in that callback v2 will be also updated?

How to modify RealtimeTransform?

I'd like to create a variant of RealtimeTransform (ideally inheriting it for compatibility) in order to meet specific needs of our game. We have fast moving platforms. When the players are on these moving platforms, their avatars appear to lag for other players, because they're synched with their world positions by RealtimeTransform in Rigidbody mode. In the past, we've fixed this by creating our own script that synchronizes the positional offset of the player with respect to the moving platform. The avatar can then place itself with that positional offset so that they don't appear to be lagging off of the moving platform. However, this implementation isn't perfect and now I'm looking to improve it. The ideal solution would be to inherit or copy RealtimeTransform and allow it to support relative positioning in Rigidbody mode. Is inheriting or copying the RealtimeTransform source code possible? I can see a boilerplate decomplied code in my IDE but I don't know if I trust that....

New From Photon - Kind of Confused On Where to Start

I worked on a game a while back with Photon. Nothing big, just a small project. I decided to try and build a bigger more serious project and decided to give Normcore a shot since I have heard good things. Overall, I'm kind of confused as all the videos I could find seem to be outdated, and I learn best by watching. lol. My first problem is just using it to sync something across clients. Something like, a hit sound. I just can't seem to find much about it and am kind of confused. From stuff I've seen, it looks like there's an SDK for Unity on the asset store, but that doesn't seem to be there anymore and is now just a Unity package which appears to have a different format to the older versions. Would someone maybe be able to show me some updated tutorials on how to do basic things?...

Can a model be a regular RealtimeProperty inside another model?

For clarity, I just want to use a model inside another model (and not as part of a colleciton). This is for code modularity reasons. Also - is there any overhead of working this way (assume no meta-model on the nested model)?...

Avatar lagging behind me?

I moved into a new scene where if I move really fast my avatar lags behind, any clue where that might be happening?

Does the Normal Folder have to be in the Assets folder?

I'm wondering if I can move it to my Third-Party folder.

Meta Speech Recognition and Voice Chat not working at the same time

Meta Speech Recognition and Voice Chat not working at the same time. How can we fix? It’s Voice SDK from wit.ai (Meta)
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