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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!
