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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?
No description

Avatar Skin isn't showing up

Avatar skin is showing up as blue. Can somebody please help with this?
No description

Is didConnectToRoom realtime different from the original?

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

Getting player count before connecting

Is it possible to poll all connected rooms and see how many players are in each so I can Connect a new player joining to a room that is not "full" (eg below a threshold I set)? I saw there is a Lobby API in testing last year, as well as a Rooms API in beta?

Error when destroy and instantiate realtime components with same model

When changing a scene, all objects are destroyed, so for example my realtime component PlayerMovement is destroyed, then in the new scene I use the the same PlayerMovement component for another prefab, there are no issues on playing, but I get the error log saying that the model of that component is not in the datastore

OnRealtimeModelReplaced what happens if I don't initialize fresh model?

In OnRealtimeModelReplaced, what will happen if I don't initialize the values of a fresh model? ` if (currentModel != null) { if (currentModel.isFreshModel)...

Maintaining PlayerID upon scene switching (i.e Player 1 stays Player 1)

I am trying to switch the scene to a new level in my minigolf game but Player 1 is assigned to whoever connects to the new scene the fastest. What should I do to maintain the player order?

Is needed constant internet connection with normcore deployed on own hardware?

I am planning a full deployment on a site, meaning the server will be on the same LAN as the players. I have a few doubts that I couldn't find clarified in the documentation: 1. Is it possible to play the game without an internet connection as long as the server and the players are on the same local network? 2. If not, how often does the server need to be connected to the internet? Can the system tolerate constant micro-disconnections?...

Networking

I have a game with 4 players and when its user turn I transfer ownership of all the items to the current user, as the game moves forward networking starts feeling really slow and weird when grabbing objects and things

Opening universal menu teleports arms to floor

Currently using Normcore to sync VR avatars. When I press the universal button (whether in a Quest build or via Link), the arms of the avatar teleports to the floor. Does anyone know how to prevent this, or at least how to detect that the menu has been opened?