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Realtime Model Persistence
RealtimeModel.destroyWhenOwnerLeaves = false
should make this possible. I'm setting this flag when the model is first initialized:
```
protected override async void OnRealtimeModelReplaced(NetworkModel previousModel, NetworkModel currentModel)
{...What happens when state changes very close to (or same frame) when the object is destroyed?
no mic input on reconnect
What is the overhead of RealtimeView components?
Toggle on/off network connectivity
Not getting ownership changed event when remote authority prevents it
preventOwnershipTakeover is not synchronized between clients
Getting property 'didChange' callbacks but value is identical to previous value.
Accessing the model's 'isRoomConnected', 'isOwnedLocallySelf' during OnRealtimeModelReplaced
How to set Room Size
Full room disconnects everyone
RealtimeViewModel was deleted from datastore, but has no corresponding prefab
1<Normal.Realtime.RealtimeViewModel>,Normal.Realtime.RealtimeViewModel,bool)
Normal.Realtime.Serialization.RealtimeSet
1<Normal.Realtime.RealtimeViewModel>:SafeDispatchModelRemoved (Normal.Realtime.RealtimeViewModel,bool)...Meta Avatar Positioning
Mixing ownership within a single prefab
Networked player names design pattern
Avatar skin not showing
Avatar not returning after taking headset on / off
Best practise for clearing realtimearray
Collision Detections on RealTime Objects Not Working
Models