Is there any way to add hats

I'm making a fan game of a VR game called Gorilla Tag and if you played it or not, you might know it has hats, glasses, badges and holdable accessories! Is there any way to add them to my game? They need an enable and disable button, and they must sync between clients, i know how to make them synced (just add a RealtimeView and RealtimeTransform) but i need some help implementing them.
32 Replies
kapa.ai
kapa.ai3mo ago
Hi @CanyonsEcho. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- Yes, you can add hats, glasses, badges, and holdable accessories to your game using NormalVR's RealtimeComponents. Here's a general approach based on the information provided in the knowledge sources: 1. Create Prefabs: Create prefabs for each of your accessories (hats, glasses, badges, etc.). Each prefab should have a RealtimeView and RealtimeTransform component attached to it. The RealtimeView is used to identify a game object and its RealtimeComponents across multiple clients. When a prefab is instantiated, RealtimeView creates a model for each RealtimeComponent on the prefab and puts it into the datastore. Then, when the prefab is instantiated on other clients, RealtimeView will connect the model in the datastore with its respective RealtimeComponent on the prefab (source (https://normcore.io/documentation/realtime/realtimeview)). 2. Sync Position, Rotation, and Scale: The RealtimeTransform component can be used to synchronize the transform or rigidbody of a GameObject. You can determine whether RealtimeTransform should synchronize the position, rotation, and scale of the game object (source (https://normcore.io/documentation/realtime/realtimetransform)). 3. Ownership: To move an object with a RealtimeTransform component, your client needs to be the owner of the RealtimeTransform component. You can request ownership of a RealtimeTransform component by calling RequestOwnership() or by using the Request Ownership button in the editor inspector (source (https://normcore.io/documentation/realtime/realtimetransform#how-it-works)). 4. Enable/Disable Accessories: You cannot disable RealtimeView directly. Instead, you can use a custom RealtimeComponent to enable/disable child game objects, scripts, or renderers directly (source (https://normcore.io/documentation/realtime/common-questions#can-i-disable-realtimeview)). Remember, you cannot add RealtimeComponents at runtime as Normcore uses metadata on the prefab to connect RealtimeComponents on all clients (source (https://normcore.io/documentation/realtime/common-questions#can-i-add-realtimecomponents-at-runtime)). Please note that this is a general approach and you might need to adjust it according to your specific game requirements. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
Canyons a ƽʔ̥ɵɣʊ̈ɵʰβ
can i just add it directly to the rig and check if the rig is mine and i just enabled the cosmetic, so it appears on my rig, they all have realtimeview and realtimetransform @Normcore Assistant can i just add it directly to the rig and check if the rig is mine and i just enabled the cosmetic, so it appears on my rig, they all have realtimeview and realtimetransform
kapa.ai
kapa.ai3mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- Yes, you can add the accessories directly to the player's rig and check if the rig is owned by the local client. If the rig is owned by the local client and the cosmetic is enabled, it should appear on your rig. However, you need to ensure that the RealtimeView and RealtimeTransform components are attached to each accessory for them to be synchronized across all clients. Here's a general approach: 1. Attach the RealtimeView and RealtimeTransform components to each accessory prefab. 2. Add the accessory as a child to the player's rig in the Unity editor. 3. In your script, check if the rig is owned by the local client. If it is, enable the accessory. Remember, the ownership settings of a parent are enforced on all children. If a model is owned by one client, all other clients are blocked from making changes to the model or any of its child models (source (https://normcore.io/documentation/room/ownership-and-lifetime-flags#how-ownership-is-enforced)). Also, keep in mind that you cannot disable RealtimeView directly. Instead, you can use a custom RealtimeComponent to enable/disable child game objects, scripts, or renderers directly (source (https://normcore.io/documentation/realtime/common-questions#can-i-disable-realtimeview)). Please note that this is a general approach and you might need to adjust it according to your specific game requirements. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
Canyons a ƽʔ̥ɵɣʊ̈ɵʰβ
@Normcore Assistant could you make me a enable and disable script
kapa.ai
kapa.ai3mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- Sure, here's a simple example of how you might create a script to enable and disable a game object in Unity. This script assumes that you have a RealtimeView component attached to the game object you want to enable or disable.
using UnityEngine;
using Normal.Realtime;

public class AccessoryManager : MonoBehaviour
{
public GameObject accessory; // Assign your accessory in the inspector
private RealtimeView _realtimeView;

private void Awake()
{
_realtimeView = GetComponent<RealtimeView>();
}

private void Update()
{
if (_realtimeView.isOwnedLocallyInHierarchy)
{
if (Input.GetKeyDown(KeyCode.E)) // Replace with your condition to enable the accessory
{
EnableAccessory();
}

if (Input.GetKeyDown(KeyCode.D)) // Replace with your condition to disable the accessory
{
DisableAccessory();
}
}
}

private void EnableAccessory()
{
accessory.SetActive(true);
}

private void DisableAccessory()
{
accessory.SetActive(false);
}
}
using UnityEngine;
using Normal.Realtime;

public class AccessoryManager : MonoBehaviour
{
public GameObject accessory; // Assign your accessory in the inspector
private RealtimeView _realtimeView;

private void Awake()
{
_realtimeView = GetComponent<RealtimeView>();
}

private void Update()
{
if (_realtimeView.isOwnedLocallyInHierarchy)
{
if (Input.GetKeyDown(KeyCode.E)) // Replace with your condition to enable the accessory
{
EnableAccessory();
}

if (Input.GetKeyDown(KeyCode.D)) // Replace with your condition to disable the accessory
{
DisableAccessory();
}
}
}

private void EnableAccessory()
{
accessory.SetActive(true);
}

private void DisableAccessory()
{
accessory.SetActive(false);
}
}
In this script, we first get a reference to the RealtimeView component in the Awake method. Then, in the Update method, we check if the RealtimeView is owned locally. If it is, we listen for the E and D keys to enable and disable the accessory, respectively. You should replace these conditions with your own logic to enable and disable the accessory. Attach this script to the player's rig and assign the accessory game object in the inspector. Please note that this is a simple example and you might need to adjust it according to your specific game requirements. For example, you might want to synchronize the state of the accessory across all clients, in which case you would need to use a RealtimeComponent to sync the enabled/disabled state (source (https://normcore.io/documentation/realtime/common-questions#can-i-disable-realtimeview)). ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
Canyons a ƽʔ̥ɵɣʊ̈ɵʰβ
@kapa.ai how can i search something inside my rig
kapa.ai
kapa.ai3mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- In Unity, you can search for a child object within your rig (or any GameObject) using the Transform.Find method. This method searches for a child GameObject by name and returns it. Here's an example:
using UnityEngine;

public class SearchExample : MonoBehaviour
{
private void Start()
{
// Search for a child GameObject called "Hat" within the rig
Transform hat = transform.Find("Hat");

if (hat != null)
{
Debug.Log("Hat found!");
}
else
{
Debug.Log("Hat not found.");
}
}
}
using UnityEngine;

public class SearchExample : MonoBehaviour
{
private void Start()
{
// Search for a child GameObject called "Hat" within the rig
Transform hat = transform.Find("Hat");

if (hat != null)
{
Debug.Log("Hat found!");
}
else
{
Debug.Log("Hat not found.");
}
}
}
In this script, transform.Find("Hat") searches for a child GameObject called "Hat" within the GameObject that this script is attached to. If it finds the "Hat", it logs "Hat found!" to the console. If it doesn't find the "Hat", it logs "Hat not found." to the console. Attach this script to your rig and replace "Hat" with the name of the GameObject you're searching for. Please note that Transform.Find only searches for direct children of the GameObject. If the GameObject you're searching for is nested deeper in the hierarchy, you'll need to provide the full path to it. For example, if you have a GameObject called "Glasses" that is a child of "Hat", you would search for it using transform.Find("Hat/Glasses"). Also, keep in mind that Transform.Find is case-sensitive and must match the name of the GameObject exactly. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
Canyons a ƽʔ̥ɵɣʊ̈ɵʰβ
but how can i get my player prefab, i dont seem to find a way to @kapa.ai but how can i get my player prefab, i dont seem to find a way to
kapa.ai
kapa.ai3mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To get a reference to your player prefab in Unity, you can use the GameObject.Find or GameObject.FindWithTag methods. However, these methods should generally be used sparingly as they can be slow if used frequently. Here's an example of how you might get a reference to your player prefab:
using UnityEngine;

public class PlayerReference : MonoBehaviour
{
private GameObject player;

private void Start()
{
// Find the player GameObject by name
player = GameObject.Find("Player");

if (player != null)
{
Debug.Log("Player found!");
}
else
{
Debug.Log("Player not found.");
}
}
}
using UnityEngine;

public class PlayerReference : MonoBehaviour
{
private GameObject player;

private void Start()
{
// Find the player GameObject by name
player = GameObject.Find("Player");

if (player != null)
{
Debug.Log("Player found!");
}
else
{
Debug.Log("Player not found.");
}
}
}
In this script, GameObject.Find("Player") searches for a GameObject called "Player" in the scene. If it finds the player, it logs "Player found!" to the console. If it doesn't find the player, it logs "Player not found." to the console. Attach this script to any GameObject in your scene and replace "Player" with the name of your player prefab. Please note that GameObject.Find only finds active GameObjects. If your player prefab is not active, GameObject.Find will not be able to find it. If your player prefab has a unique tag, you can use GameObject.FindWithTag to find it. This method is generally more efficient than GameObject.Find if you're searching for a GameObject with a specific tag.
using UnityEngine;

public class PlayerReference : MonoBehaviour
{
private GameObject player;

private void Start()
{
// Find the player GameObject by tag
player = GameObject.FindWithTag("Player");

if (player != null)
{
Debug.Log("Player found!");
}
else
{
Debug.Log("Player not found.");
}
}
}
using UnityEngine;

public class PlayerReference : MonoBehaviour
{
private GameObject player;

private void Start()
{
// Find the player GameObject by tag
player = GameObject.FindWithTag("Player");

if (player != null)
{
Debug.Log("Player found!");
}
else
{
Debug.Log("Player not found.");
}
}
}
In this script, GameObject.FindWithTag("Player") searches for a GameObject with the tag "Player" in the scene. If it finds the player, it logs "Player found!" to the console. If it doesn't find the player, it logs "Player not found." to the console. Attach this script to any GameObject in your scene and replace "Player" with the tag of your player prefab. Please note that GameObject.FindWithTag only finds active GameObjects. If your player prefab is not active, GameObject.FindWithTag will not be able to find it. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai3mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
Canyons a ƽʔ̥ɵɣʊ̈ɵʰβ
@kapa.ai i mean the player's prefab, how can i find it
kapa.ai
kapa.ai3mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- If you want to get a reference to the player's prefab, you can use the Realtime.Instantiate() method provided by Normcore. This method is used to instantiate a prefab and synchronize it across all clients. Here's an example of how you might instantiate a player prefab and get a reference to it:
using UnityEngine;
using Normal.Realtime;

public class PlayerManager : MonoBehaviour
{
private Realtime _realtime;

private void Awake()
{
// Get the Realtime component on this game object
_realtime = GetComponent<Realtime>();

// Notify us when Realtime successfully connects to the room
_realtime.didConnectToRoom += DidConnectToRoom;
}

private void DidConnectToRoom(Realtime realtime)
{
// Instantiate the Player prefab for this client once we've successfully connected to the room
GameObject playerPrefab = Realtime.Instantiate(
prefabName: "Player", // Prefab name
ownedByClient: true, // Make sure the RealtimeView on this prefab is owned by this client
preventOwnershipTakeover: true, // Prevent other clients from calling RequestOwnership() on the root RealtimeView.
useInstance: realtime // Use the instance of Realtime that fired the didConnectToRoom event.
);

// Now you have a reference to the player's prefab
}
}
using UnityEngine;
using Normal.Realtime;

public class PlayerManager : MonoBehaviour
{
private Realtime _realtime;

private void Awake()
{
// Get the Realtime component on this game object
_realtime = GetComponent<Realtime>();

// Notify us when Realtime successfully connects to the room
_realtime.didConnectToRoom += DidConnectToRoom;
}

private void DidConnectToRoom(Realtime realtime)
{
// Instantiate the Player prefab for this client once we've successfully connected to the room
GameObject playerPrefab = Realtime.Instantiate(
prefabName: "Player", // Prefab name
ownedByClient: true, // Make sure the RealtimeView on this prefab is owned by this client
preventOwnershipTakeover: true, // Prevent other clients from calling RequestOwnership() on the root RealtimeView.
useInstance: realtime // Use the instance of Realtime that fired the didConnectToRoom event.
);

// Now you have a reference to the player's prefab
}
}
In this script, Realtime.Instantiate() is used to instantiate the player prefab and get a reference to it. The prefabName parameter should be the name of your player prefab. The ownedByClient parameter is set to true to ensure that the RealtimeView on the player prefab is owned by the local client. The preventOwnershipTakeover parameter is set to true to prevent other clients from calling RequestOwnership() on the root RealtimeView. The useInstance parameter is set to the instance of Realtime that fired the didConnectToRoom event (source (https://normcore.io/documentation/guides/creating-a-player-controller#making-it-multiplayer)). Please note that this is a general approach and you might need to adjust it according to your specific game requirements. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------