korimeily
korimeily2mo ago

How to disable and enable the prefab with normcore

Hi. I'm new to the multiplayer game. I'd like to disable and enable the prefab in my game while running. I'm using .SetActive() now. How do I use normcore? Thank you in advance for the answer.
Solution:
---------------------- If you want to remove the object at index 0 after finishing the loop, you can do so by calling the RemoveAt() method on the list. Here's how you can modify the previous example: ```csharp using UnityEngine;...
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54 Replies
kapa.ai
kapa.ai2mo ago
Hi @korimeily. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- In Normcore, you can use Realtime prefabs which are synchronized via the Realtime API using realtime views and realtime components. To disable and enable a prefab, you would typically use the SetActive() method in Unity. However, in a multiplayer setting with Normcore, you need to ensure that this change is synchronized across all clients. To do this, you can use the Realtime API's ownership and lifetime flags. These flags give you control over which clients can modify data in your rooms. For example, you can set a flag to denote that a certain client has the authority to enable or disable a prefab. Here's a basic example of how you might use these flags:
public void TogglePrefab() {
// Check if this client owns the prefab
if (realtimeView.isOwnedLocally) {
// Toggle the active state of the prefab
gameObject.SetActive(!gameObject.activeSelf);
}
}
public void TogglePrefab() {
// Check if this client owns the prefab
if (realtimeView.isOwnedLocally) {
// Toggle the active state of the prefab
gameObject.SetActive(!gameObject.activeSelf);
}
}
In this example, realtimeView is a reference to the RealtimeView component on your prefab. This component is what allows Normcore to synchronize the prefab across all clients. The isOwnedLocally property is a boolean that tells you whether the current client is the owner of the prefab. Remember, any changes you make to a prefab should be done through the Realtime API to ensure they are properly synchronized. For more detailed information, you can refer to the Realtime API documentation (https://normcore.io/documentation/realtime). Please note that this is a simplified example and your actual implementation may need to be more complex depending on your game's specific requirements. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
This property is obsoleted. @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- I apologize for the confusion. If the isOwnedLocally property is obsolete, you can use the isOwnedLocallySelf or isOwnedLocallyInHierarchy properties instead. These properties are part of the RealtimeView and RealtimeComponent classes in Normcore. isOwnedLocallySelf is a boolean that specifies whether the component is owned by the local client. isOwnedLocallyInHierarchy is a boolean that specifies whether the component or any of its parent views are owned by the local client. Here's how you might use these properties:
public void TogglePrefab() {
// Check if this client owns the prefab
if (realtimeView.isOwnedLocallySelf) {
// Toggle the active state of the prefab
gameObject.SetActive(!gameObject.activeSelf);
}
}
public void TogglePrefab() {
// Check if this client owns the prefab
if (realtimeView.isOwnedLocallySelf) {
// Toggle the active state of the prefab
gameObject.SetActive(!gameObject.activeSelf);
}
}
In this example, realtimeView is a reference to the RealtimeView component on your prefab. This component is what allows Normcore to synchronize the prefab across all clients. For more detailed information, you can refer to the RealtimeView documentation (https://normcore.io/documentation/reference/classes/Normal.Realtime.RealtimeView) and the RealtimeComponent documentation (https://normcore.io/documentation/reference/classes/Normal.Realtime.RealtimeComponent%601). ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
I have a list that contains prefabs and I'd like to enable each prefab when I click the button. @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: Sorry @korimeily, I seem to be having a bit of trouble. Don't worry though, I've pinged my support and they will try to fix me up! :technologist: Perhaps try again in 15mins?
Mechabit
Mechabit2mo ago
easiest method is to make a custom model with a bool for set active. when the model changed event fires you set the game object active/ inactive. but for the view to be registered it needs to instantiate active so it might be better to set a child object as inactive if you need it to start hidden @Normcore Assistant how do i make a custom model with a bool property called setActive
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To create a custom model with a bool property called setActive in Normcore, you would first define a class with the [RealtimeModel] attribute. Inside this class, you would define a private bool field with the [RealtimeProperty] attribute. Here's an example:
using Normal.Realtime.Serialization;

[RealtimeModel]
public partial class CustomModel {
[RealtimeProperty(1, true)]
private bool _setActive;
}
using Normal.Realtime.Serialization;

[RealtimeModel]
public partial class CustomModel {
[RealtimeProperty(1, true)]
private bool _setActive;
}
In this example, CustomModel is the name of your custom model. _setActive is the private field that will hold the value of your setActive property. The RealtimeProperty attribute tells Normcore to synchronize this field across all clients. The first argument to RealtimeProperty is the property ID, which must be unique within this model. The second argument specifies whether the property is reliable (i.e., whether changes to the property should always be sent to the server, even if some packets are lost). After defining your model, you would need to compile it. If you're using Unity 2019 or 2020, you can do this by going back to Unity, highlighting the CustomModel.cs file in your project, and clicking the "Compile Model" button in the inspector. If you're using Unity 2021 or newer, Normcore will automatically generate the remaining code needed to use your model when your project compiles. For more detailed information, you can refer to the Creating a custom realtime component (https://normcore.io/documentation/realtime/synchronizing-custom-data) and Creating a realtime model (https://normcore.io/documentation/realtime/synchronizing-custom-data#creating-a-realtime-model) sections of the Normcore documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@162940911964258305> kapa.ai is still learning and improving, please let us know how it did by reacting below
Mechabit
Mechabit2mo ago
@Normcore Assistant how do i use that model to set my gameobject active when the model changes
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To use the custom model to set your GameObject active when the model changes, you would need to create a RealtimeComponent subclass that uses your custom model. In this subclass, you would override the OnRealtimeModelReplaced() method to subscribe to changes to the setActive property. Here's an example:
using UnityEngine;
using Normal.Realtime;

public class CustomComponent : RealtimeComponent<CustomModel> {
protected override void OnRealtimeModelReplaced(CustomModel previousModel, CustomModel currentModel) {
if (previousModel != null) {
// Unsubscribe from events on the previous model
previousModel.setActiveDidChange -= SetActiveDidChange;
}

if (currentModel != null) {
// Subscribe to events on the new model
currentModel.setActiveDidChange += SetActiveDidChange;

// Set the initial active state of the GameObject
gameObject.SetActive(currentModel.setActive);
}
}

private void SetActiveDidChange(CustomModel model, bool value) {
// Update the active state of the GameObject when the model changes
gameObject.SetActive(value);
}
}
using UnityEngine;
using Normal.Realtime;

public class CustomComponent : RealtimeComponent<CustomModel> {
protected override void OnRealtimeModelReplaced(CustomModel previousModel, CustomModel currentModel) {
if (previousModel != null) {
// Unsubscribe from events on the previous model
previousModel.setActiveDidChange -= SetActiveDidChange;
}

if (currentModel != null) {
// Subscribe to events on the new model
currentModel.setActiveDidChange += SetActiveDidChange;

// Set the initial active state of the GameObject
gameObject.SetActive(currentModel.setActive);
}
}

private void SetActiveDidChange(CustomModel model, bool value) {
// Update the active state of the GameObject when the model changes
gameObject.SetActive(value);
}
}
In this example, CustomComponent is the name of your custom component. OnRealtimeModelReplaced() is a method that is called when the model for this component is replaced (e.g., when the component is first created or when switching rooms). setActiveDidChange is an event that is fired when the setActive property on the model changes. You would attach this CustomComponent script to the GameObject that you want to set active or inactive based on the setActive property of the model. For more detailed information, you can refer to the Creating a custom realtime component (https://normcore.io/documentation/realtime/synchronizing-custom-data) and Creating a realtime model (https://normcore.io/documentation/realtime/synchronizing-custom-data#creating-a-realtime-model) sections of the Normcore documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@162940911964258305> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
I have a list that contains prefabs and I'd like to enable each prefab when I click the button. and when prefabs are active another player can see @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To enable each prefab in a list when a button is clicked and ensure that other players can see the changes, you can use Normcore's Realtime.Instantiate() method. This method instantiates a prefab and synchronizes it across all clients. Here's a basic example of how you might do this:
using UnityEngine;
using Normal.Realtime;

public class PrefabManager : MonoBehaviour {
[SerializeField] private Realtime _realtime;
[SerializeField] private List<GameObject> _prefabs;
[SerializeField] private Button _button;

private void Start() {
_button.onClick.AddListener(EnablePrefabs);
}

private void EnablePrefabs() {
foreach (GameObject prefab in _prefabs) {
// Instantiate a copy of the prefab and set it to be owned by us.
GameObject prefabInstance = Realtime.Instantiate(prefab.name, ownedByClient: true, useInstance: _realtime);

// Enable the prefab instance
prefabInstance.SetActive(true);
}
}
}
using UnityEngine;
using Normal.Realtime;

public class PrefabManager : MonoBehaviour {
[SerializeField] private Realtime _realtime;
[SerializeField] private List<GameObject> _prefabs;
[SerializeField] private Button _button;

private void Start() {
_button.onClick.AddListener(EnablePrefabs);
}

private void EnablePrefabs() {
foreach (GameObject prefab in _prefabs) {
// Instantiate a copy of the prefab and set it to be owned by us.
GameObject prefabInstance = Realtime.Instantiate(prefab.name, ownedByClient: true, useInstance: _realtime);

// Enable the prefab instance
prefabInstance.SetActive(true);
}
}
}
In this example, _realtime is a reference to the Realtime component in your scene, _prefabs is a list of the prefabs you want to enable, and _button is the button that will enable the prefabs when clicked. The EnablePrefabs() method is called when the button is clicked, and it iterates over each prefab in the list, instantiates it using Realtime.Instantiate(), and enables it using SetActive(true). Remember to add the prefabs to a Resources folder in your Unity project, as Normcore requires prefabs to be in a Resources folder to instantiate them at runtime. For more detailed information, you can refer to the Creating a Player Controller (https://normcore.io/documentation/guides/creating-a-player-controller#making-it-multiplayer​) and Creating a prefab (https://normcore.io/documentation/realtime#prefabs) sections of the Normcore documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
I use Onclick() event button. How do I use it? @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To use the OnClick() event of a button in Unity, you need to add a method to the button's onClick event. This method will be called whenever the button is clicked. Here's a basic example:
using UnityEngine;
using UnityEngine.UI;

public class ButtonClickHandler : MonoBehaviour {
[SerializeField] private Button _button;

private void Start() {
// Add the ButtonClicked method to the button's onClick event
_button.onClick.AddListener(ButtonClicked);
}

private void ButtonClicked() {
// This code will be executed when the button is clicked
Debug.Log("Button was clicked!");
}
}
using UnityEngine;
using UnityEngine.UI;

public class ButtonClickHandler : MonoBehaviour {
[SerializeField] private Button _button;

private void Start() {
// Add the ButtonClicked method to the button's onClick event
_button.onClick.AddListener(ButtonClicked);
}

private void ButtonClicked() {
// This code will be executed when the button is clicked
Debug.Log("Button was clicked!");
}
}
In this example, _button is a reference to the Button component on your button. The ButtonClicked method is added to the button's onClick event in the Start method. This means that the ButtonClicked method will be called whenever the button is clicked. You can replace the Debug.Log call in the ButtonClicked method with whatever code you want to execute when the button is clicked. For more detailed information, you can refer to the Button.onClick documentation (https://docs.unity3d.com/ScriptReference/UI.Button-onClick.html) in the Unity documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
I've already have my prefabs in the scene game but setfalse. I'd like to set active each prefab when click the button then it setactive. How do I synchronizes? @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: Sorry @korimeily, I seem to be having a bit of trouble. Don't worry though, I've pinged my support and they will try to fix me up! :technologist: Perhaps try again in 15mins?
korimeily
korimeily2mo ago
I've already have my prefabs in the scene game but setfalse. I'd like to set active each prefab when click the button then it setactive. How do I synchronizes? @Normcore Assistant
Mechabit
Mechabit2mo ago
you add a realtime view to the parent of each prefab (it wont work on the disabled object itself as it needs to be active to register with realtime) then you set the value of the custom model i posted earlier to true when you click your ui button. e.g. model.setActive = true; if you follow the custom model tutorial it will make more sense
korimeily
korimeily2mo ago
I following this code and there's no "Compile Model" button in the inspector, pls help.
No description
korimeily
korimeily2mo ago
@Mechabit
Mechabit
Mechabit2mo ago
that's only in the old version, in the newer version there's no compile button it says so in the text on the bottom
korimeily
korimeily2mo ago
How should I do? @Mechabit
Mechabit
Mechabit2mo ago
it's already compiled, go to the next step make a realtime component script
korimeily
korimeily2mo ago
thank you very much🥹 I follow the steps but it doesn't work🥹 🥹 My parent obj is inactive when I run the program and another player can't see the child obj. public class CustomComponent : RealtimeComponent<CustomModel> { public List<GameObject> shark = new List<GameObject>(); public void Shark() { for (var i = 0; i < shark.Count; i++) { shark[0].SetActive(true); break; } shark.RemoveAt(0); } protected override void OnRealtimeModelReplaced(CustomModel previousModel, CustomModel currentModel) { if (previousModel != null) { // Unsubscribe from events on the previous model previousModel.setActiveDidChange -= SetActiveDidChange; } if (currentModel != null) { // Subscribe to events on the new model currentModel.setActiveDidChange += SetActiveDidChange; // Set the initial active state of the GameObject gameObject.SetActive(currentModel.setActive); } } private void SetActiveDidChange(CustomModel model, bool value) { // Update the active state of the GameObject when the model changes gameObject.SetActive(true); } here is my code. If I made a mistake somewhere, please tell me. @Mechabit
Mechabit
Mechabit2mo ago
I've got no idea what you're trying to do here you need each shark to have a separate parent with the custom component on it and you need to set the child object to inactive, not the parent
Mechabit
Mechabit2mo ago
like this
No description
Mechabit
Mechabit2mo ago
then you set the child active when the model changes
korimeily
korimeily2mo ago
I set it up like this initially. I want the shark objects in the list to come out one at a time if I press the UI button. and another player can see the changes. what should I do with the custom component?
No description
korimeily
korimeily2mo ago
@Mechabit
Mechabit
Mechabit2mo ago
maybe there's an easier method that doesn't need custom models instead of deactivating the objects you can set the scale to 0,0,0 put a realtime transform on each shark that will sync the scale of each shark then when you press your button you scale the shark up to 1,1,1 you also need ownership of the realtime transform like this GetComponent<RealtimeTransform>().RequestOwnership(); transform.localScale = new Vector3(1,1,1);
korimeily
korimeily2mo ago
Sorry for my bad English. I want the shark objects in the list(each element) to come out if click the UI button ex. when click the button it will setactive shark obj(element0). How should I do with the RequestOwnership? @Mechabit
Mechabit
Mechabit2mo ago
request ownership just tells normcore which client is in control of the object
Mechabit
Mechabit2mo ago
No description
Mechabit
Mechabit2mo ago
there's a button in the inspector for you to test what happens when you request ownership
korimeily
korimeily2mo ago
the easiest way to set realtime transform and realtime view in object in the list @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To set RealtimeTransform and RealtimeView to objects in a list, you can iterate over the list and add these components to each object. Here's a basic example:
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {
[SerializeField] private List<GameObject> _objects;

private void Start() {
foreach (GameObject obj in _objects) {
// Add RealtimeTransform and RealtimeView to each object
obj.AddComponent<RealtimeTransform>();
obj.AddComponent<RealtimeView>();
}
}
}
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {
[SerializeField] private List<GameObject> _objects;

private void Start() {
foreach (GameObject obj in _objects) {
// Add RealtimeTransform and RealtimeView to each object
obj.AddComponent<RealtimeTransform>();
obj.AddComponent<RealtimeView>();
}
}
}
In this example, _objects is a list of the objects you want to add RealtimeTransform and RealtimeView to. The Start() method is called when the script is first run, and it iterates over each object in the list, adding RealtimeTransform and RealtimeView to each one. Remember, RealtimeTransform and RealtimeView are components provided by Normcore that allow you to synchronize a GameObject's transform and state across all clients in a multiplayer setting. For more detailed information, you can refer to the RealtimeTransform (https://normcore.io/documentation/realtime/realtimetransform) and RealtimeView (https://normcore.io/documentation/realtime/realtimeview) sections of the Normcore documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
@Normcore Assistant not add component but set request ownership
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To request ownership of RealtimeTransform and RealtimeView components for each object in a list, you can iterate over the list and call RequestOwnership() on each component. Here's a basic example:
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {
[SerializeField] private List<GameObject> _objects;

private void Start() {
foreach (GameObject obj in _objects) {
// Get the RealtimeTransform and RealtimeView components
RealtimeTransform realtimeTransform = obj.GetComponent<RealtimeTransform>();
RealtimeView realtimeView = obj.GetComponent<RealtimeView>();

// Request ownership of each component
if (realtimeTransform != null) {
realtimeTransform.RequestOwnership();
}
if (realtimeView != null) {
realtimeView.RequestOwnership();
}
}
}
}
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {
[SerializeField] private List<GameObject> _objects;

private void Start() {
foreach (GameObject obj in _objects) {
// Get the RealtimeTransform and RealtimeView components
RealtimeTransform realtimeTransform = obj.GetComponent<RealtimeTransform>();
RealtimeView realtimeView = obj.GetComponent<RealtimeView>();

// Request ownership of each component
if (realtimeTransform != null) {
realtimeTransform.RequestOwnership();
}
if (realtimeView != null) {
realtimeView.RequestOwnership();
}
}
}
}
In this example, _objects is a list of the objects you want to request ownership of. The Start() method is called when the script is first run, and it iterates over each object in the list, requesting ownership of the RealtimeTransform and RealtimeView components on each one. Remember, RequestOwnership() is a method provided by Normcore that allows a client to request ownership of a RealtimeComponent or RealtimeModel. Ownership is a concept in Normcore that determines which client has the authority to make changes to a component or model. For more detailed information, you can refer to the Ownership and Lifetime Flags (https://normcore.io/documentation/room/ownership-and-lifetime-flags) section of the Normcore documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
change for each to for, please? @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- Sure, you can use a for loop instead of a foreach loop to iterate over the list. Here's how you can modify the previous example:
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {
[SerializeField] private List<GameObject> _objects;

private void Start() {
for (int i = 0; i < _objects.Count; i++) {
// Get the RealtimeTransform and RealtimeView components
RealtimeTransform realtimeTransform = _objects[i].GetComponent<RealtimeTransform>();
RealtimeView realtimeView = _objects[i].GetComponent<RealtimeView>();

// Request ownership of each component
if (realtimeTransform != null) {
realtimeTransform.RequestOwnership();
}
if (realtimeView != null) {
realtimeView.RequestOwnership();
}
}
}
}
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {
[SerializeField] private List<GameObject> _objects;

private void Start() {
for (int i = 0; i < _objects.Count; i++) {
// Get the RealtimeTransform and RealtimeView components
RealtimeTransform realtimeTransform = _objects[i].GetComponent<RealtimeTransform>();
RealtimeView realtimeView = _objects[i].GetComponent<RealtimeView>();

// Request ownership of each component
if (realtimeTransform != null) {
realtimeTransform.RequestOwnership();
}
if (realtimeView != null) {
realtimeView.RequestOwnership();
}
}
}
}
In this example, i is the index of the current object in the list. _objects[i] gets the object at the current index. The rest of the code is the same as in the previous example. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
korimeily
korimeily2mo ago
add remove index at 0 after finished loop @Normcore Assistant
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books:
Solution
kapa.ai
kapa.ai2mo ago
---------------------- If you want to remove the object at index 0 after finishing the loop, you can do so by calling the RemoveAt() method on the list. Here's how you can modify the previous example:
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {{
[SerializeField] private List<GameObject> _objects;

private void Start() {{
for (int i = 0; i < _objects.Count; i++) {{
// Get the RealtimeTransform and RealtimeView components
RealtimeTransform realtimeTransform = _objects[i].GetComponent<RealtimeTransform>();
RealtimeView realtimeView = _objects[i].GetComponent<RealtimeView>();

// Request ownership of each component
if (realtimeTransform != null) {{
realtimeTransform.RequestOwnership();
}}
if (realtimeView != null) {{
realtimeView.RequestOwnership();
}}
}}

// Remove the object at index 0 after finishing the loop
if (_objects.Count > 0) {{
_objects.RemoveAt(0);
}}
}}
}}
using UnityEngine;
using Normal.Realtime;

public class ObjectManager : MonoBehaviour {{
[SerializeField] private List<GameObject> _objects;

private void Start() {{
for (int i = 0; i < _objects.Count; i++) {{
// Get the RealtimeTransform and RealtimeView components
RealtimeTransform realtimeTransform = _objects[i].GetComponent<RealtimeTransform>();
RealtimeView realtimeView = _objects[i].GetComponent<RealtimeView>();

// Request ownership of each component
if (realtimeTransform != null) {{
realtimeTransform.RequestOwnership();
}}
if (realtimeView != null) {{
realtimeView.RequestOwnership();
}}
}}

// Remove the object at index 0 after finishing the loop
if (_objects.Count > 0) {{
_objects.RemoveAt(0);
}}
}}
}}
In this example, RemoveAt(0) is called on _objects after the for loop. This removes the object at index 0 from the list. The if (_objects.Count > 0) check is there to ensure that there is at least one object in the list before trying to remove one. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@455563652175495174> kapa.ai is still learning and improving, please let us know how it did by reacting below
Mechabit
Mechabit2mo ago
@Tom why's this bot adding double braces in this code?
Towellie
Towellie2mo ago
:jumpblown: crazy! ill report that now