xulipa
xulipa5mo ago

How can I respawn avatar prefab

How can I respawn the VR Player prefab
3 Replies
kapa.ai
kapa.ai5mo ago
Hi @xulipa. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- To respawn the VR Player prefab, you would need to instantiate it again in the scene. This is typically done using the RealtimeAvatarManager component in NormalVR. Here's a general process you can follow: 1. Make sure your VR Player prefab is in a Resources folder so it can be instantiated at runtime. 2. Delete the current instance of the VR Player prefab from the scene. 3. Connect the prefab to the RealtimeAvatarManager component under “Local Avatar Prefab”. 4. Use the InstantiateRealtimePrefab method to create a new instance of the prefab. Here's a code snippet that shows how you can instantiate a prefab:
GameObject prefab = ... // Get your prefab
GameObject instance = InstantiateRealtimePrefab(prefab);
GameObject prefab = ... // Get your prefab
GameObject instance = InstantiateRealtimePrefab(prefab);
Remember, the RealtimeAvatarManager is responsible for instantiating an avatar prefab to represent the local player as well as keeping track of avatars that were instantiated for other players in the same room. If the component is enabled and realtime is connected to a room, an avatar prefab represented by the localAvatarPrefab property will be instantiated to represent the local client. This prefab needs to include a RealtimeAvatar component on the root in order to function correctly. For more information, you can refer to the RealtimeAvatarManager documentation (https://normcore.io/documentation/realtime/xr/avatars#realtimeavatarmanager). ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai5mo ago
<@725231244169707600> kapa.ai is still learning and improving, please let us know how it did by reacting below
Mechabit
Mechabit5mo ago
just move the transform to the spawn point you can hide the movement with some particle effects or disable the renderers or whatever