Does syncing a rigidbody with realtime transform while kinematic limit the values being synced?
If a rigidbody is kinematic does realtime transform truncate the sync variables in any way for efficiency?
3 Replies
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The RealtimeTransform component in NormalVR synchronizes different properties based on whether a Rigidbody component is present or not. When a Rigidbody is present, the RealtimeTransform operates in Rigidbody mode and synchronizes the world position and rotation values in addition to all Rigidbody settings. This is because Unity's physics engine (PhysX) works entirely in world space.
However, the documentation does not specify any truncation or limitation of sync variables when the Rigidbody is set to kinematic. It's important to note that when a Rigidbody is kinematic, it means you are controlling its position and it should not be simulated directly by the physics engine.
In Rigidbody mode, RealtimeTransform will automatically clear ownership when the Rigidbody comes to rest to allow other clients to take it over and simulate it. If you're trying to directly move an object and want to maintain ownership even when the object is at rest, you should mark the Rigidbody as kinematic. This also informs RealtimeTransform not to clear ownership when the object goes to sleep.
In summary, making a Rigidbody kinematic does not truncate or limit the sync variables, but it does change how the object is simulated and how ownership is handled.
For more detailed information, you can refer to the following documentation:
- RealtimeTransform + Physics (https://normcore.io/documentation/realtime/networked-physics#realtimetransform--physics)
- Transform mode vs. Rigidbody mode (https://normcore.io/documentation/realtime/realtimetransform#transform-mode-vs-rigidbody-mode)
- Rigidbody mode (https://normcore.io/documentation/realtime/realtimetransform#rigidbody-mode)
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It doesn’t change anything. it needs all of the other properties in case you switch out of being kinematic
iirc things like velocity still affect collisions even when kinematic