Something different happened when I used the default VR avatar player object and it worked, but when I wrote my own script to instantiate then it didn't Generally, what should be the way to instantiate a VR object when it's connected?
Hello friends, I have a problem, my project works perfectly on PC and Android, but I migrated normcore to webgl and now I get this error from my models, I appreciate your help
@Mechabit i am settign up my player with Final IK . Here is ref. imgs. In RealTimeAvatar Manager should i pass Player Prefab XR rig refrences ? I did it but refrences get null . Please share docs and basic flow with Final IK . Because in your sample XR RIG and your avatar is working sepratly .
As i saw i understood . But if Xr Rig and VRIK target will be separate how we will Calibrate targets position and rotation ? I means Real worlds hands and position match with vr avatar .
Hello friends, thank you for all your help, I have a problem and that is that when trying to compile for webgl I get these errors related to the microphone, I have followed the instructions on the website
I dont have numbers to back it up, but pretty sure a large percent of my multiplayer implementation time was just for supporting online + offline modes
Realtime: Timed out while trying to connect scene view: PickAxe (Normal.Realtime.RealtimeView) UnityEngine.Debug:LogError (object) Normal.Realtime.Realtime/<ConnectSceneViewsToDatastoreTimeout>d__95:MoveNext () UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
Realtime: Timeout while attempting to connect scene views. UnityEngine.Debug:LogError (object) Normal.Realtime.Realtime/<ConnectSceneViewsToDatastoreTimeout>d__95:MoveNext () UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
hmm, are you able to put together a repro on Unity 2021 or 2022 for us? And I believe it should be the system time in offline mode but if not we can fix that. /cc @NormalMark