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Room validation without automatic creation

Being able to check with Normcore whether a room exists, or having a sort of exclusive join operation where it wont create a room would be awesome

Client-Side ignoring of disabled properties on RealtimeTransforms

Hackers are able to locally enable something like sync scale and have their scale replicate despite the fact it was explicitly disabled on other clients, and obviously they could do something like resizing a random object to be massive so they cover the whole map or whatever

Realtime Animator

works like it would in photon pun 2, selecting which params to sync

Can we get a method for cleaning up deprecated views/components in RealtimeView?

I know this destoys backwards compatiblity and persistent existing datastores, but it's a shame to have to carry them over while development is in early stages and many changes are made ... also - we have (for now) been cleaning them up by toggling the inspector into 'debug' mode. It's manual but seems to work - will we get in trouble for doing that?...

Multiple stuff I want.

#1 - Player banned. It will detect if the player is banned, if so it will activate or deactivate everything I select. #2 - Teleportation script, if the player touches a block with the script on it, with their body, hands, or head, it will teleport the player to a certain position, and disable every other map (THAT I SELECT) #3 - Pass through type game template....

Delta update support for byte[]

This is currently the only thing preventing me from ditching Photon/Fusion right now and I'm desperate :isabellelol: Byte arrays can be super useful for sending things like face-tracking or hand-tracking efficiently, sending only the changed bytes. Or for more generic models where the data can be serialized into a byte[], which is useful for cases where the primitive types or lengths aren't known before hand. In cases like these, changing a single byte in a 256-byte array would require the entire array to be transmitted across the network. Without support for delta updates it's practically impossible to send these kinds of data efficiently. ...

Some form of real RPC support

I understand that RPCs can cause a lot of bad, but by removing the burden of them and having the model solution I think there's more of a burden My game HEAVILY relies on audio cues, things such as player footsteps being synced so enemies can hear them, or sounds from creatures that represent integral information such as their mood or if they spotted you, and a one-time SFX that doesn't need to buffer for later clients is a perfect scenario for RPCs The model solution shown in the docs kind of works, but it's also aligned with the send rate, so now this means if there's multiple sounds trying to play through the same model, only one will get sent out, as opposed to most solutions having RPCs as separate instant messages....

gtag like wardrobe

it would be awsome to have a good wardrobe that you can also change colors at

Dynamically create networked objects at runtime

I was excited to move away from Photon Fusion 2 to Normcore and have been experimenting for the past few days, but I've hit this roadblock that makes Normcore unusable for games with user-generated content. I'm allowing users to upload scenes as "worlds" with our SDK. I'd simply like users to be able to have a dummy Networked script that they can add to objects in their scene. This dummy script would just contain a generated GUID that persists when the scene is packaged and uploaded....

Alternative to object id for syncing scene views

The current method is really sensitive to any kind of change and it easily breaks previous builds of your game. Maybe store the scene view id as plain text in the view component so it won't be affected by the janky unity editor...

Remote Leave and Join events

For when you're not using the avatar manager

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.
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