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.ai4mo 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.ai4mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
🎃 Canyons a Spook 🎃
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.ai4mo 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 Spook 🎃
@Normcore Assistant could you make me a enable and disable script
kapa.ai
kapa.ai4mo 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.ai4mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
🎃 Canyons a Spook 🎃
@kapa.ai how can i search something inside my rig
kapa.ai
kapa.ai4mo 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.ai4mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
🎃 Canyons a Spook 🎃
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.ai4mo 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.ai4mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
🎃 Canyons a Spook 🎃
@kapa.ai i mean the player's prefab, how can i find it
kapa.ai
kapa.ai4mo 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: ----------------------
kapa.ai
kapa.ai4mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
🎃 Canyons a Spook 🎃
yeah but what if the prefab is already spawned @kapa.ai
kapa.ai
kapa.ai4mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- If the player prefab is already spawned and you want to get a reference to it, you can use the GameObject.Find or GameObject.FindWithTag methods as mentioned earlier. However, these methods should be used sparingly as they can be slow if used frequently. If you want to find a specific player prefab that is owned by the local client, you can use the RealtimeView.isOwnedLocally property. This property returns true if the RealtimeView is owned by the local client. Here's an example of how you might find a player prefab that is owned by the local client:
using UnityEngine;
using Normal.Realtime;

public class PlayerManager : MonoBehaviour
{
private GameObject playerPrefab;

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

if (player != null)
{
// Get the RealtimeView component on the player GameObject
RealtimeView realtimeView = player.GetComponent<RealtimeView>();

// Check if the RealtimeView is owned by the local client
if (realtimeView.isOwnedLocally)
{
// The player prefab is owned by the local client
playerPrefab = player;
Debug.Log("Player prefab found!");
}
else
{
Debug.Log("Player prefab not found.");
}
}
else
{
Debug.Log("Player not found.");
}
}
}
using UnityEngine;
using Normal.Realtime;

public class PlayerManager : MonoBehaviour
{
private GameObject playerPrefab;

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

if (player != null)
{
// Get the RealtimeView component on the player GameObject
RealtimeView realtimeView = player.GetComponent<RealtimeView>();

// Check if the RealtimeView is owned by the local client
if (realtimeView.isOwnedLocally)
{
// The player prefab is owned by the local client
playerPrefab = player;
Debug.Log("Player prefab found!");
}
else
{
Debug.Log("Player prefab not 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 gets the RealtimeView component on the player GameObject and checks if it is owned by the local client. If it is, it sets playerPrefab to the player GameObject and logs "Player prefab found!" to the console. If it isn't, it logs "Player prefab not 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. Also, keep in mind that GameObject.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.ai4mo ago
<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
marvinrando
marvinrando2mo ago
@kapa.ai what can you do
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- As an AI assistant, I can provide information and answer questions based on the knowledge sources provided to me. My primary focus is on NormalVR, a VR platform, and its associated technologies such as Unity and Normcore. Here are some things I can do: 1. Answer Questions: I can answer questions about NormalVR, Unity, and Normcore based on the information provided in the knowledge sources. 2. Provide Instructions: I can provide step-by-step instructions on how to perform certain tasks in NormalVR, Unity, and Normcore. 3. Provide Code Examples: If the knowledge sources contain code examples, I can provide these in response to relevant questions. 4. Provide Links to Documentation: I can provide links to relevant documentation or other resources included in the knowledge sources. Please note that my responses are based solely on the information provided in the knowledge sources. I do not have the ability to access or retrieve information outside of these sources. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> kapa.ai is still learning and improving, please let us know how it did by reacting below
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- I'm sorry for any confusion, but as an AI developed for text-based interactions, I don't have the capability to be added to a server or interact with Normcore or any other software directly. I'm designed to provide information and answer questions based on the knowledge sources provided to me. If you need assistance with Normcore, I recommend checking their documentation (https://normcore.io/documentation/) or reaching out to their support team. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> kapa.ai is still learning and improving, please let us know how it did by reacting below
marvinrando
marvinrando2mo ago
@kapa.ai How do i make an accessory that was instantiated on the Avatar not jitter when the player moves, such as a 'Hat'
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- To prevent an accessory like a 'Hat' from jittering when the player moves, you need to ensure that the accessory is properly parented to the player's avatar and that its position and rotation are correctly set relative to the parent. Here's a general approach: 1. Parent the Accessory: Make the accessory a child of the avatar's head (or whichever part of the avatar it should be attached to). You can do this in the Unity editor by dragging the accessory onto the avatar's head in the hierarchy. This will make the accessory's position and rotation relative to the parent. 2. Set the Position and Rotation: In the Unity editor, adjust the accessory's position and rotation so that it appears correctly on the avatar's head. You can do this using the inspector or the transform tools in the scene view. 3. Synchronize the Accessory: Attach a RealtimeTransform component to the accessory to synchronize its position and rotation across all clients. Make sure the RealtimeTransform is set to synchronize both position and rotation. Here's an example of how you might set up the accessory in code:
using UnityEngine;

public class AccessoryManager : MonoBehaviour
{
public GameObject accessoryPrefab; // Assign your accessory prefab in the inspector

private void Start()
{
// Instantiate the accessory
GameObject accessory = Instantiate(accessoryPrefab);

// Parent the accessory to the avatar's head
accessory.transform.SetParent(transform, false);

// Set the accessory's local position and rotation
accessory.transform.localPosition = Vector3.zero;
accessory.transform.localRotation = Quaternion.identity;
}
}
using UnityEngine;

public class AccessoryManager : MonoBehaviour
{
public GameObject accessoryPrefab; // Assign your accessory prefab in the inspector

private void Start()
{
// Instantiate the accessory
GameObject accessory = Instantiate(accessoryPrefab);

// Parent the accessory to the avatar's head
accessory.transform.SetParent(transform, false);

// Set the accessory's local position and rotation
accessory.transform.localPosition = Vector3.zero;
accessory.transform.localRotation = Quaternion.identity;
}
}
In this script, Instantiate(accessoryPrefab) creates an instance of the accessory. accessory.transform.SetParent(transform, false) parents the accessory to the avatar's head. accessory.transform.localPosition = Vector3.zero and accessory.transform.localRotation = Quaternion.identity set the accessory's position and rotation relative to the parent. Attach this script to the avatar's head and assign the accessory prefab in the inspector. Please note that this is a general approach and you might need to adjust it according to your specific game requirements. For example, you might need to adjust the accessory's local position and rotation to make it appear correctly on the avatar's head. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> kapa.ai is still learning and improving, please let us know how it did by reacting below
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- I'm sorry, but I can't provide the help you're looking for because you didn't provide the script you're working on. If you provide the script, I'd be glad to help you troubleshoot the issue. However, based on your description, it sounds like the issue might be related to the synchronization of the accessories. If the accessories are jittering and moving all over the place, it could be because their position and rotation are not being correctly synchronized across all clients. Here are a few things you could check: 1. RealtimeTransform: Make sure each accessory has a RealtimeTransform component attached to it. This component is used to synchronize the position and rotation of a GameObject across all clients. 2. Parenting: Ensure that each accessory is correctly parented to the avatar. The accessory's position and rotation should be relative to the parent. If the accessory is not correctly parented, its position and rotation might not be correctly updated when the avatar moves. 3. Local Position and Rotation: Check the local position and rotation of each accessory. If the local position and rotation are not correctly set, the accessory might not appear in the correct location on the avatar. If you're still having trouble, please provide the script you're working on and I'll do my best to help you troubleshoot the issue. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> kapa.ai is still learning and improving, please let us know how it did by reacting below
kapa.ai
kapa.ai2mo ago
Let me check the knowledge base for you. One moment! :books: ---------------------- Your script seems to be correctly instantiating the wearable items and setting their parent to the target transform. However, the jittering issue might be due to the way the position and rotation of the wearable items are being updated. When you instantiate the wearable item, you're setting its position and rotation to the target transform's position and rotation. However, since you're then parenting the wearable item to the target transform, its position and rotation become relative to the parent. This means that if the target transform's position or rotation changes, the wearable item's position and rotation will also change, which could cause the jittering effect. To fix this issue, you could try setting the wearable item's local position and rotation to zero after parenting it to the target transform. This will position the wearable item at the same location as the target transform and align it with the target transform's orientation. Here's how you could modify your script:
private void EquipWearable(AvatarWearableItem wearable)
{
if (wearable == null || realtime == null || transformHandler == null) return;

Transform targetTransform = GetTargetTransform(wearable.slot);
if (targetTransform != null)
{
// Use Normcore's Realtime.Instantiate to ensure proper ownership and networked instantiation
instantiatedWearable = Realtime.Instantiate(
wearable.prefab.name,
targetTransform.position,
targetTransform.rotation,
new Realtime.InstantiateOptions
{
ownedByClient = true, // Ensure the item is owned by the client who instantiated it
preventOwnershipTakeover = true, // Allow other clients to take ownership if needed
useInstance = realtime // Use the assigned Realtime instance
});
if (instantiatedWearable != null)
{
// Ensure the wearable follows the target transform
instantiatedWearable.transform.SetParent(targetTransform);

// Set the wearable's local position and rotation to zero
instantiatedWearable.transform.localPosition = Vector3.zero;
instantiatedWearable.transform.localRotation = Quaternion.identity;

// Request ownership of the instantiated wearable components
RequestOwnershipComponents(instantiatedWearable);
}
else
{
Debug.LogError("Failed to instantiate wearable.");
}
}
}
private void EquipWearable(AvatarWearableItem wearable)
{
if (wearable == null || realtime == null || transformHandler == null) return;

Transform targetTransform = GetTargetTransform(wearable.slot);
if (targetTransform != null)
{
// Use Normcore's Realtime.Instantiate to ensure proper ownership and networked instantiation
instantiatedWearable = Realtime.Instantiate(
wearable.prefab.name,
targetTransform.position,
targetTransform.rotation,
new Realtime.InstantiateOptions
{
ownedByClient = true, // Ensure the item is owned by the client who instantiated it
preventOwnershipTakeover = true, // Allow other clients to take ownership if needed
useInstance = realtime // Use the assigned Realtime instance
});
if (instantiatedWearable != null)
{
// Ensure the wearable follows the target transform
instantiatedWearable.transform.SetParent(targetTransform);

// Set the wearable's local position and rotation to zero
instantiatedWearable.transform.localPosition = Vector3.zero;
instantiatedWearable.transform.localRotation = Quaternion.identity;

// Request ownership of the instantiated wearable components
RequestOwnershipComponents(instantiatedWearable);
}
else
{
Debug.LogError("Failed to instantiate wearable.");
}
}
}
In this modified script, instantiatedWearable.transform.localPosition = Vector3.zero and instantiatedWearable.transform.localRotation = Quaternion.identity set the wearable item's local position and rotation to zero after it's parented to the target transform. Please note that this is a general approach and you might need to adjust it according to your specific game requirements. For example, you might need to adjust the wearable item's local position and rotation to make it appear correctly on the avatar. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2mo ago
<@1124402583155511357> kapa.ai is still learning and improving, please let us know how it did by reacting below
Mechabit
Mechabit2mo ago
just sync an int for hat type and regular instantiate it on the avatar, no need for realtime transform on the hat