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Datastore Dashboard for Debugging

As a Normcore developer trying to debug a multiplayer game by myself, I would like to type in my room ID to a dashboard and see the datastore in a readable format such that I could play my game by myself and see if the server is getting updates for certain values that I expect. Bonus points if I can artificially "claim ownership" from the dashboard. I understand I could make a Windows build to run in parallel with my VR game but I would have to build it out. (Unless someone has tips on an easy way to do it!)...

Moderation Voice Snippet API

If someone reports a player in my game, I can just tell Normcore to pull the last 60sec of an audiostream from a specific client so I can listen to their voice chat for evidence of code of conduct violations. Ideally it would store in the Normcore dashboard until I delete it. Bonus points for auto detecting and flagging slurs. Would pay 💰 0.15c / hour of voice pulled, processed and stored (cost of ToxMod from modulate.ai).

Auto matchmaking based on geo

I want to connect users to a room near to them. If one doesn't exist, it should be created automatically. Right now, users in my game simply connect to the first room with openings. The most lightweight version of this would be exposing an API that tells me which Normcore region the player wants to connect to. And then I'll look for a room that's been earmarked for that region, or create a new one....

New Model Template

Please add a new model template like the Create MonoBehaviour Script right click command. You can add it to the Normal folder that already exists.
No description

Allow custom RealtimeComponents to write to the model even when they're not the owner

Sometimes I would like to have realtime components that can be written to, no matter which client ownes it. For instance, the health component of a destructible crate. I'd love for every client to be able to shoot it without needing to switch between clients. The current work around we have is to always clear the ownership of the root view and have an "ownership" view for the rest of the components that require ownership. This works but it's very awkward. If there were some boolean of some sort that we could enable/disable in realtime components, that would be heavenly!...

Single Channel Voice Chat

If you wanted a lot of people in a room and didn't mind losing positional voice chat can we get all the voices mixed into a single channel to save bandwidth?

Unity ECS Networking With Normcore?

I asked this question to the AI bot a month or two ago and also got a response from Mechabit or Max but I've since forgotten their responses. With all of the great updates that are on their way, I wanted to see if there was any updated response to the possibility of Normcore supporting the Entity Component Stack.

hold back did change events till after the whole model is updated

seems like this trips everyone up and it is kinda annoying to handle.

more pricing tiers

would be nice to have a higher and a lower tier than current pro tier. maybe a pro plus that has some if the features of private also a tier between free and pro like 50 bucks for 12 months and 100 CCU...

Network Pooling

As the title says, perhaps similar to the Unity pooling system, but some way to sync pooling between clients? Rather than Instantiating / Destroying items they could simply be enabled / disabled when it makes sense, then recycled in the pool for when it's ready. Theoretically could be used for many things besides just prefabs, but primarily would be built around GameObjects I assume.

Offline Mode checkbox?

Is it crazy to think offline mode could be as simple as a checkbox in the realtime script? 🤩

Lobby/Matchmaking API?

I haven't seen too much in the forums about this, but this would be a huge selling point on switching to Normcore from something like Fusion 2 or Unity NGO.
Maybe a whole API is a huge ask, but at least a Normal approved guide for how to implement with a popular existing 3rd party service. Just a thought, thanks in advance for any replies....

Gracefully handle Activating realtime objects in scene?

Maybe this is already the case, but as I recall Max had said that simply turning on a disabled model/ object with a realtime on it "would eventually sync" but there was no way to know exactly when. Could it not be base line behavior that it would just handle syncing any objects that were enabled or disabled to handle this by default?

Integrate VoiceChat for WebGL in Normcore 2.x

Hi, I know you already have this in your to-do-lists, but since nobody else is asking for it, I'd though i'd at least let you know we are waiting for this to be integrated 🙂

Make OnModelReplaced fire after connecting to a room

This has caught me twice and it might be intended behaviour but it feels like a bug. When I want to store room time in a model when isFreshModel is true for a scene view I have to make a coroutine wait for room != null and then I forget the next project I start cos it's counterintuitive. If room is supposed to be not null when OnModelReplaced is fired then this is a bug report 🙂...

Normcore + Movement SDK Docs

Someone really need to figure out how can one integrate Movement SDK with Normcore. Please

Interest Management

Have some mechanism to hide or show network activity based on distance or manually for each player.
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