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 nightmare, and ideally I'd like to be able to use these in a non-networked context, such as a main menu or something else. If this could be possible / implemented that would be awesome and save countless hours for if I ever needed this case.
7 Replies
This would be so great
I think the stumbling block was it'd be hard to sync online later but I don't need that functionality
Just connect to a room called offline and the local models could behave like they were online
I mean I already build most of my features for singleplayer first then sync them after the fact haha
Yeah or just a null app key perhaps
Something like that to trigger an offline join
I do that for my mirror games, just run a local server
pretend to be single player lol
Nice lol, I imagine and hope it'd functionally work the same as joining an empty room, so if you edit any values on your models they would update and trigger any events and any respective scripts that require changes and whatnot
yeah this is much needed specially for tutorials where you want to use all the existing prefabs / gameplay mechanics without being it online. I made a wrapper of RealtimeComponent and created a getter for model where if its null i.e. not connected with normcore then create a new() otherwise return the created one - this worked really well for me from development to early Alpha but then normcore did say its not recommended etc so I removed it once I went in production
that's a neat trick, hopefully we get real offline mode soon
This one is still a ways out unfortunately. Our serialization layer makes a lot of assumptions about IDs being assigned by the server that we can’t easily replicate in an offline mode. We have a plan to fix this in the newer serialization framework on our roadmap, but it’s still a ways out.