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Disabling registered realtime object

If I've spawned a realtime object that has successfully registered with the datastore and I want to disable that object just for let's say the local client for a time (maybe for area of interest or something like that), if I were to reenable that object would it resync to the current data store state or just break? The edge case I can think of is if the object was destroyed by another client that probably the destroy call wouldn't be synced on reenable so you'd have some phantom local object on one client now, but I could be wrong....

Model spawned under avatar not syncing properly

Hi, quick question. I'm developing an inventory system. The inventory spawns as a child of the player Avatar. The current test item is a megaphone, which has a realtime model to sync some logic. The issue is the megaphone model works fine when it is in the world, but does not sync when it is spawned with the avatar. Any ideas?

How do I reset all values of models in a room?

I just added a new ability to switch rooms by hitting a button, but some of the models don't refresh and I keep variables like destroyed assets in a new room. How do I make sure that opening a new room will act as though I'm entering a fresh one?

Connection retry

In a situation where our app starts with poor or no internet connection, we see that Normcore will time out, and our only recourse currently is to restart our app. Is there a way to set up a reconnection system so the app keeps trying?

Spawn points on spawn player

I want to add custom spawn points (emg roundrobin) , how may I do? As changing position after Instantiate, doesn't change the position

Array values accessed simultaneously

Hi, just a quick question. I have a model with a realtimearray, which hold float values. If several players are increasing the values, as in array[0].value += 1 more or less at the same time, is it possible that not all increases will be correctly added?

Authentication?

Heya, I've come from Photon Engine and I'm looking into Normcore, but I was wondering if it's possible to implement authentication for your app key? I'm working with Oculus, so ideally I would want users to have to authenticate with Oculus before being able use my app key to prevent others from using my app key and inflating costs or users that aren't creating valid nonces. Thanks!

Is there a way to change the time for waiting a player response when it has leave the room?

As I read in the docs, the server takes 5 seconds to wait for the client response before it disconnects him, during crashes, for some reason it takes the same time in android build, when quitting the application, is it possible to change this time?

Checking data

Is there a way to see how many bytes of data the normcore system is sending over the network? I have not optimized anything and suspect that I'm probably sending way too many requests.

I have a specific player who is lagging whenever we reach a lot of members.

He's my moderator, and whenever we get a lot of players in a lobby, his game becomes unplayable recently. He told me he lives in Ohio, so it's not a question of being overseas. Can you explain the various reasons that one player in particular might have latency every time?

What's the best way to have 2 local instances running?

I want to test my kick stick and the current method I have is to make a build that I then upload to the alpha channel of my game and then run it in my headset and unity play mode.

UnityTest Framework with Normcore

Any way to run tests on Normcore RealtimeComponents? For example, I want to call "CheckTwoHandsInSetsFooTrue" and then the test can be model.hands.Insert("x"; model.hands.Insert("y"); assert this.foo = true; Would it have to be a PlayMode test?...

Can I spawn a prefab with RealtimeView on it, and then immediately remove the RealtimeView?

I basically have a prefab that I want to mostly spawn with Normal.Realtime.Instantiate. Except for ONE case where I'd like to just spawn them locally with GameObject.Instantiate. There are a TON of variants, so I really do NOT want to make a separate set of prefabs without the RealtimeView on it. Is this allowed? Just instantly removing the components after GameObject.Instantiate?...

is there a problem if 2 different scripts use the same realtime model

is there a problem if 2 different scripts use the same realtime model?

Kick player?

I want to give my mod the power to kick someone by hitting them with a fish. Is there a normcore ability to kick someone?

Reason for Datastore.prefabViewModels going internal?

Hey guys! More curious than anything, but wanted to know why the prefabViewModel set in the datastore will be switched over to internal in the long run. Is it more of an unreliability thing? i.e. it's not wise to look at it as a representation of how many realtime objects are in the room? On the surface it seems like a pretty nice way to set up some async task for an addressables delegate on a room - by - room basis, but I could be misunderstanding it's function. ...

Amplify Voice

My app requires the person within a trigger zone to amplify that persons Realtime Avatar Voice. I understand there is limitations on the volume. I basically need the persons voice to be able to project throughout the entire world in the trigger zone so everyone in the crowd can hear that person. Any way to do that? I made a script but it doesn't seem to amplify the Realtime Avatar Voice

Expected behavior for two clients editing RTDict?

What's the expected behavior if two clients edit the same key for a RT dict at roughly the same time? Will both appear to succeed, and the request that happens to come 2nd will overwrite the first? Will two modelReplaced events be sent to listening clients?...

How to properly shutdown and disconnect a normcore app?

We notice that when we disconnect from a room, we can still get calls to OnRealtimeModelReplaced on one or two components. What is the best practise for shutting down our app and disconnecting from Normcore?