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✨normcore
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Server state website
Having connection issues?
Check straight away if it's a server issue or something else.
Usually we have to ask on discord if anyone else is having connection issues and then wait for an update on the situation....
Offline Mode
This has been pitched before for sure, but I am gonna make a thread here so it's more known that it'd be a wanted feature. Basically the ability to have Normcore components still be able to function even without a connection to a server. I am not sure of the underlying technical implemenations for this, but I'd like to believe it'd be theoretically possible. Stuff like my player / interaction / world objects are so tied into network stuff that getting it working in singleplayer would be a nigh...
Auto-Requesting RealtimeTransforms (Rigidbody) on connect
I do not believe this is a base feature currently, but having Normcore automatically take ownership of a RealtimeTransform with a rigidbody attached when you are the first joiner would make some additional logic a lot more simple and save new developers the headache of wondering why their objects are floating in midair on first connection. (the image may or may not have been faked for dramatic effect)

Auto-Reconnect
This is pretty simple to do yourself but I've seen lots of questions about this on discord.
Also if it were a built-in feature you could enforce your own back off rate to prevent servers from getting slammed when they come back online.
Just add a toggle for auto-reconnect and maybe a callback in case there are things you need to happen on reconnecting....
Network Profiler
Something like this could be super sweet to have while not being extremely complicated. Unity allows creation of custom profiler modules, so perhaps even one with simple stats like outbound / inbound data as well as what sent it out / received it could be extremely useful in tracking down bandwidth hogs and squash them.

App wide data storage
I know you're not in the cloud storage business but a lot of people use a room to store data in like room names or leaderboards and having a realtime instance to connect to these data only rooms is kinda cumbersome.
What if instead you had some amount of data you can access from any room to do with what you will?
You could upsell it as an addon package if you wanted....
Oculus Nonce Check
This was mentioned as a possible feature before so I'll add it here as a reminder 😛
View how much data is stored in a room
The docs say a room can hold 10MB of data so I would like to know how much data is used and how much space is left
Delete all the persistent data in a room
In case you want to reset a room. You might have hundreds of persistent objects you want to get rid of.
Copy data from one room to another
Say you're making a level editor and you want to be able to save a copy for public searches and keep a private copy you can continue to edit.
A single function to copy all the persistent data from one room to another without calling Realtime.Instantiate on the new room loads of times would be really helpful....
UnownedSelf Event?
It seems like an Unowned event would be potentially more useful/efficient than OwnerIDSelfDidChange because the biggest use case for using that current event is to then check if it is unowned and then request ownership if it is. Which would then fire OwnerIDSelfDidChange again and for all objects that only actually cared if it becomes unowned.
GUID Component
This has been discussed in the past and AFAIK is planned to be added but figured I'd add it as a thing to this new forum. Basically, the idea of some standalone component that you could add one or multiple of to a game object and it would sync some ID across all clients when the object is awake / spawned. This is extremely useful for keeping a shared reference over network of some object you want to keep track of. An additional very useful addition would be the case of the GUID Component having...
Automatic ownership transfer to lowest connected player if already owned.
Particularly when large numbers of rigid bodies are involved it can become tricky to manage objects as players disconnect. From a practical standpoint you would never want an object that was owned to suddenly stop moving when the owner leaves. Of course you can manually set up systems to handle this but it is a feature request after all 🙂
Do you have an idea for Normcore✨
Click New post, describe your feature or improvement and select your tags! We can't wait to hear what you want to achieve with Normcore!
