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
Hi @CanyonsEcho. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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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.
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----------------------<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
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
Let me check the knowledge base for you. One moment! :books:
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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:
----------------------@Normcore Assistant could you make me a enable and disable script
Let me check the knowledge base for you. One moment! :books:
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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.
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)).
----------------------
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----------------------<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
@kapa.ai how can i search something inside my rig
Let me check the knowledge base for you. One moment! :books:
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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:
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.
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----------------------<@1170785024254169139> kapa.ai is still learning and improving, please let us know how it did by reacting below
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
Let me check the knowledge base for you. One moment! :books:
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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:
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.
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.
----------------------
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@kapa.ai i mean the player's prefab, how can i find it
Let me check the knowledge base for you. One moment! :books:
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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:
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:
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