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Plugin Mismatch Error on 2.15.4

I'm getting a mismatch error after updating to version 2.15.4 (was previously on 2.13.2). Getting the error on WebGL when trying to connect to a host that's on Android. I restarted the editor and rebuilt for both platforms. I see that this was a bug in 2.15.3 but still getting it on the latest for some reason. Any idea what might be going on?
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When is it safe to retrieve the AudioSource from a peer?

I need a reference to the AudioSource (the one that is created by the RealtimeAvatarVoice component). I was retrieving it on an onchange for one of the properties of my model, but it seems like it still doesn't exist by then. Is there an event for when it's created, or should I poll for it?

is StringKeyDictionary<TValue> a property I can put in models?

It seems to want TValue to be a model of its own, how am I supposed to use it?

RealtimeView.RequestOwnershipOfSelfAndChildren() causes error: Collection was modified

Any ideas how to fix this? InvalidOperationException: Collection was modified; enumeration operation may not execute. System.Collections.Generic.List1+Enumerator[T].MoveNextRare () (at <b4bf55bf6893420ebddeeda99394cb6d>:0) System.Collections.Generic.List1+Enumerator[T].MoveNext () (at <b4bf55bf6893420ebddeeda99394cb6d>:0)...

Grabbing object with realtimetransform doesn't sync position across clients.

I have fruit in my game with an XR Grab Interactable and a RealtimeTransform. When one player picks up a piece of fruit, the others can't see it moving. I'm assuming it has something to do with ownership?

How to know if other players disconnect from room?

How to know if other players disconnect from room?

Model stays on datastore after destroying object view

This happens changing scenes (keeping realtime over scenes), in repeated scenes we found that the model used is not restored after destroy, so on OnRealtimeModelReplaced() the model comes with the values of the last scene

Debugging stuttering/lag

We just had 10 people in a VR game (all Quest 2 or 3) together in an instance, and it was quite laggy and stuttering. There are a couple of factors we're trying to narrow down, but would appreciate any pointers here, or easy ways to continue stress testing. 1. Server instance was in the Netherlands while we are US west, so our ping was consistently around 120-150ms. I would presume ping is a separate concern from stuttering, but not sure 2. There were ~10 active players in the room. Both voice and avatar movement were stuttering. The game itself didn't seem to be lagging, which maybe means a bottleneck on the Normcore server? If this is potentially the issue, would love to learn how to size up 3. Maybe some combo of 1 and 2? We had people from different geos all together...

isOwnedLocallySelf seems to be incorrect for me

Sorry, I'm a newbie. I'm instantiating my prefab with: Realtime.InstantiateOptions options = new Realtime.InstantiateOptions(); options.destroyWhenLastClientLeaves = true; options.destroyWhenOwnerLeaves = true; options.ownedByClient = true;...

Microphone on the HTC VIVE Focus 3 doesn't work

Microphone on the HTC VIVE Focus 3 doesn't work, but on other platforms -Pico, Oculus, PC everything's ok. What could be the problem?

RealtimeProfiler docs?

Are there any docs available for using the RealtimeProfiler? We're trying to understand network usage during a session as part of our new game telemetry reporting.

If multiple clients run the following code to clear a RealtimeDictionary, what happens?

foreach (var kvp in model.playerPoints) { model.playerPoints.Remove(kvp.Key); } ...

What are the billing cycle dates? from the 1st to the 31st?

Somehow we managed to use 100hrs of the free tier in 5 days (which included a weekend!)

get room player count or auto spillover limit

Is there a way to get the number of players in a room before you joint or join rooms with spillover (if a room has 8 players, you join the next one). We usually do this ourselves with our own infra but would be great to have this ability in normcore for quick POCs

Meta Avatar Lip Sync

In this script I am trying to amplify the audio source Avatar Lip Sync. I need an area in my app where the audiosource is amplified when they enter the triggerzone but it seems to amplify the entire room. Can anybody help?

URP

Hi everyone, I recently discovered normcore and I don't understand why it took me so long to discover it. I deal with the design of VR environments especially for research, I'm trying to integrate multiplayer into my projects to allow the experimenter to participate in the experiment together with the participant. I managed to build the Normcore demo scenes with normal graphics but I can't with URP. In play from unity I see the avatar and I read in the console that it is connected but from build (quest 2 and quest 3) the personal avatar and the other user's avatar do not appear so I imagine they are not connected. I wanted to know if it is a solvable problem or if it is not possible to use URP....

Syncing existing data in a model to a new joiner

When a new person joins and connects to Realtime, I want them to be able to read data from an existing RealtimeDictionary that already has data inside a RealtimeComponent. Where do I do this? In OnRealtimeModelReplaced? If so, how do I access the existing data / when do I know that the local sync has the remote data?

Room name is ""?

I connect to a room using .Connect(roomName) and it fires OnConnected and then the room name is empty instead of roomName which is what I would expect? Look at my logs and look at where I'm logging them. I call .Connect(roomName) and I print the room name in Connecting to open room: roomName. But then when it connects, I print the realtimeEvent.room.name and it is empty?
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Avatar Skin isn't showing up

Avatar skin is showing up as blue. Can somebody please help with this?
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Is didConnectToRoom realtime different from the original?

In this example: `class OfflineModeExample { [SerializeField] private Realtime _realtime; ...
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