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wicked
wicked5/17/2024

Creating multiple servers using Normcore VR

Hi, I'm creating a VR game using normcore and Unity, and I have the basics set up. However, my game is supposed to have only two players, and currently, more than 2 can join. My ideal situation is to have a lobby and allow people to create and join each other's rooms. I'm aware that you can put people in scenes, but can I create the same scene so that my game could support pairs of 2 playing in the same scene without seeing each other? (Example: Lobby is scene 1, Game is scene 2, one pair who jo...
iountzul
iountzul5/17/2024

Switch from normcore 2.9.5 to 3.0.0-webgl-alpha.1

I switched from 2.9.5 to 3.0.0-webgl-alpha.1 and all of my scripts that use RealtimeComponent broke. I am getting this error: The type 'scoreDicModel' cannot be used as type parameter 'TModel' in the generic type or method 'RealtimeComponent<TModel>'. There is no implicit reference conversion from 'scoreDicModel' to 'Normal.Realtime.RealtimeModel'. CS0311...
Lost Wizard Corp.
Lost Wizard Corp.5/16/2024

Loading XR Avatar with RealtimePrefabExtensions

hello I have created the prefabloaddelegate script for loading other objects besides the avatar , but when the avatar is called i get a warning that the avatar prefab doesn't exist in our list of preloaded assets, it still loads async but id like to do away with the warning , i have also added to my prefabloaddelegate list but still throws the error my delegate script is attached...
JuanLouTech
JuanLouTech5/16/2024

Model is "frozen" (stops updating) when owner leaves. How to avoid this?

This happens with RealtimeTransform on rigid bodies and also with custom models. It would be nice to automatically reassign ownership when user leaves to keep it controlled by someone.
HaRrY
HaRrY5/16/2024

How to clear RealtimeSet or RealtimeArray

I run matches on loop. And before I start a new match I have to clear the previous scores etc that are stored in RealtimeArray. Lets say there are 10 matches, each match has its score, now this score used to be stored in RealtimeArray, now I am using RealtimeSet so that I can clear it. So I cannot clear RealtimeArray and the only way I can clear RealtimeSet is by using this while (model.advents.Any()) { model.advents.Remove(model.advents.Last()); }...
el_muupet
el_muupet5/15/2024

Player Name

How do I make the text I print appear in the player's head?
No description
MasterOX 水
MasterOX 水5/14/2024

webgl

do i have to do something to make webgl work or will it work as it is?
Shaggy
Shaggy5/14/2024

Is this framework server authorative ?

Is there a possibility of running a simulation of game scene on a server and write dedicated server logic for game control and session management.
Trần Tiến Đạt
Trần Tiến Đạt5/14/2024

Color array synchronization

How can I sync a Color Array ?
Mischa Winkler
Mischa Winkler5/13/2024

Is it possible that clientID's get re-assigned

If user A leaves a room and other clients join later, is it possible that player A's client ID gets re-assigned? Can I assume that a clientID's won't get re-used for the lifespan of a room? I want to run simple logic that only runs once on the first client that connects to a room: if(realtime.clientID == 0) Init();
Ryllexya
Ryllexya5/13/2024

Custom avatars

I was wondering if maybe someone has come across this issue and even maybe a solution (or an idea about this)? We are using Normcore in our VR project and Avaturn avatars. Everything is great when you set the custom avatars up with all the references to the bones and the normcore avatar bits (head and hands) and you instantiate them nicely set up from within the project. ...
Gia Hùy
Gia Hùy5/10/2024

Voice chat capture my desktop audio

I added Voice chat to my Normcore room, it captures and sends my desktop's audio too. I don't want it, is there any option to turn it off?
Andrei Vaduva
Andrei Vaduva5/10/2024

Detecting players in room

How can i get the number of players connected to a room. Does a callback exists for player joined/left the room? Or a property on the room with the player count in the room?
RoyNexus
RoyNexus5/9/2024

What's the best practice to keep out normal API app key secret from users?

We have two issues: 1. How we make sure all project collaborators can still keep a local key without Unity breaking references to the NormcoreAppSettings file? (This file is not git tracked) 2. How do we deploy binaries to clients without sharing that secret key?...
Mischa Winkler
Mischa Winkler5/9/2024

How are concurrent updates to a model property handled?

If two clients update a model property at the exact same time (lets say an array of bool values encoded in single byte[] property), one client switching index 0, and the other switching index 10, can I be sure that the property will contain both changes after the updates are completed? Or will one win over the other? Will one get lost?
Andrei Vaduva
Andrei Vaduva5/9/2024

RealtimeView get by object id

Is there any way to get the same GameObject on 2 clients by an id?
OGDEVHARSH
OGDEVHARSH5/9/2024

Room members are not syncing

On clicking on a common UI button player have to jump, it's working fine for host(player is jumping and syncing properly for others too) but when other player click the same button , they are not jumping neither in their device nor in host's. how to solve this?
Gregory Osborne
Gregory Osborne5/9/2024

Receiving audio data on quest is different than receiving on PC

Trying to listen to the Voice Data event on Realtime Avatar Voice. On PC the chucks come in sizes of 480, while on the Quest headset they come in sizes of 160. This means that audio I record on the Quest using the voice data event ends up sounding like a chipmunk when I try to rebuild it. Is there something I'm misunderstanding about the Voice Data event and how I can use it on the quest?...
Gregory Osborne
Gregory Osborne5/9/2024

Reconnect Audio after recording with the microphone

We're making a multiplayer music making application. We're recording an audio clip with the Microphone and we've discovered that as soon as we start recording it disables the Realtime Avatar Voice. I'd like to be able to reconnect the audio once we stop recording, but it seems the "_rebuildAudioStream" bool is private and we can't trigger it manually through code without destroying the component (and associated mouth move component) and readding them through code. Is there a better way?
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