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Realtime Model Persistence

Hello, I have a question regarding Realtime Model persistence. I want the model of a particular user to persist in the room whenever they leave and the room is still in session (other users in the room remain). Upon returning, I want the model to be reapplied to the Realtime Component. From reading documentation I think 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?

Are we guaranteed to get the latest known state to update before the object is destroyed? Or is it possible the object will get destroyed without assuring remote clients "see" the last state of the object before it is destroyed?

no mic input on reconnect

When I reconnect to the room after the headset has been sleeping my mic input is not active, and nobody can hear me. While my avatar is working. When I close the app and rejoin the mic works again....

What is the overhead of RealtimeView components?

I like to keep prefabs in a tidy and verbose hierarchy, but having RealtimeComponents require a RealtimeView component next to each. what is the overhead from having extra nodes in the hierarchy (meaning extra RealtimeViews that do not need to be in separate gameObjects)? Like in terms of: bandwidth, model size, computation - is it even slightly significant in any of these factors?...

Toggle on/off network connectivity

Is there an easy config to toggle on/off connectivity to mock offline/online transitions on editor?

Not getting ownership changed event when remote authority prevents it

So still with ownership woes ... If I call "RequestOwnershipOfSelfAndChildren" it seems to succeed regardless to the state of 'preventOwnershipTakeover' (which is fine, it might have been removed remotely - and we can always test for that locally if we want). But if takeover is indeed prevented, it'll restore the ownership state once I assume it gets refused by the server. It seems like in this situation the 'ownerIDSelfDidChange' event of that realtimeView does not get called. I realize that ownership was never really transfered (as far as the server goes), but locally - that even DOES get triggered when I request ownership, shouldn't it be called again when I am refused? ...

preventOwnershipTakeover is not synchronized between clients

I might be missing something very stupid, but this doesn't seem to work for me or I'm not understanding some core concept. I asked it here before and got confirmation that this value is indeed synchronized between all clients. Meaning when the owner toggles 'preventOwnershipTakeover' it should be reflected on all remote clients as well. I used the Realtime+CubePlayer example to demonstrate my issue by adding a simple script to the CubePlayer prefab (script attached here)....

Getting property 'didChange' callbacks but value is identical to previous value.

This seems to happen when other properties in the same RealtimeComponent are changed. Is there any grouping mechanism at play here that causes this? There's no real 'harm' in applying the same value twice, but in some cases this causes unnecessary work to get done....

Accessing the model's 'isRoomConnected', 'isOwnedLocallySelf' during OnRealtimeModelReplaced

Is it allowed to access the properties 'isRoomConnected' or 'isOwnedLocallySelf' (or any other ownership property) inside the OnRealtimeModelReplaced when currentModel is not null?

How to set Room Size

I want to manually set my room size to "medium". I have Normcore Pro. It says I need to be part of the server configuration Beta, How is this managed without configuration?...

Full room disconnects everyone

When I have more than 8 players join a small room, they all disconnect.

RealtimeViewModel was deleted from datastore, but has no corresponding prefab

Realtime: RealtimeViewModel was deleted from datastore, but has no corresponding prefab. This is a bug. UnityEngine.Debug:LogError (object) Normal.Realtime.Realtime:PrefabRealtimeViewModelRemoved (Normal.Realtime.Datastore,Normal.Realtime.RealtimeViewModel,bool) Normal.Realtime.Datastore:PrefabViewModelRemovedFromSet (Normal.Realtime.Serialization.RealtimeSet1<Normal.Realtime.RealtimeViewModel>,Normal.Realtime.RealtimeViewModel,bool) Normal.Realtime.Serialization.RealtimeSet1<Normal.Realtime.RealtimeViewModel>:SafeDispatchModelRemoved (Normal.Realtime.RealtimeViewModel,bool)...

Meta Avatar Positioning

The avatar spawns pretty close the floor. Is there any way to fix the positioning on the Meta Avatar Rig? I need for it to be higher up so the players can interact with the app.

Mixing ownership within a single prefab

I'd like to have mixed ownership within a single Realtime.Instantiate() prefab. Basically it is made of two parts: 1st part is always owned by the client that created it 2nd part starts ownerd by the creating client but later other clients can request ownership of that part...

Networked player names design pattern

I want to use player names to log scores. I want each player to have a name that is set locally before joining any realtime session. I want to store that name to player prefs....

Avatar skin not showing

My players avatars is loaded but has the purple skin. It isn't showing the player avatar skin

Avatar not returning after taking headset on / off

When our users take of their headset during a session, and put it back on after sleep, the default Avatar does not show up.

Best practise for clearing realtimearray

I understand that items from realtime array cannot be removed and to clear it I need create a new one. I am using realtime array to send "commands" from a host to a client and need data consistency of the command and it parameters. Since I send one command at a time, I figuire I could create the realtime array each time I want to send the command - is this reasonable, or would I encounter a performance problem?

Collision Detections on RealTime Objects Not Working

Hello, I have two game objects that need to collide so I can get reference to a rigidbody. I have one game object with a box collider, and the other has a rigidbody and a box collider. both of these objects get instantiated when a player joins the room and I can't get collision detection between these objects. They are both called using Realtime Instaniate and they both have realtime views & transforms. Thank you for any help!

Models

Lets say I am player 1 and I have avatar 1 and that avatar is being cloned in players 2 view., If I trigger a change in the model, that change also gets trigger in avatar 1 clone in players 2 view?