How does RealtimeTransform's new SnapTo exactly work?
Pinging @Max silently since I assume you know, but as the title says, how does it work? (Bot won't know for sure lol). Based on decompiling it seems like it sets a
_skipInterpolationProperty
which seems to skip interpolation for the next frame. My question is how exactly does this work? As it's an unreliable property so it's of course not guaranteed to happen, is it that case so it goes out in the same packet as the other unreliable updates? My guess is that it is the case and by doing so, when clients receive the new updated position, it also receives the property at the same time telling it to skip, which then teleports it immediately. Basically I just want to know how the data is working in that case, as I want to add it to my own rigidbody networking component, and want the details to be right.4 Replies
Hi @Camobiwon. 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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Hmm, I don't know enough to give you a confident answer yet. The knowledge sources provided do not contain specific information about the
SnapTo
function or the _skipInterpolationProperty
of the RealtimeTransform
component in NormalVR's Normcore.
However, I can tell you that the RealtimeTransform
component is used to synchronize the transform or rigidbody of a GameObject. It monitors the GameObject and synchronizes the transform or rigidbody state to a model in the datastore. It treats the client that owns the object as the source of truth, and all other clients follow along with the owner's copy of the transform or rigidbody. You can request ownership of a RealtimeTransform
component by calling RequestOwnership()
.
For more specific details about SnapTo
and _skipInterpolationProperty
, I would recommend checking the official Normcore documentation or reaching out to NormalVR directly.
Here are some relevant links from the knowledge sources:
- RealtimeTransform Documentation (https://normcore.io/documentation/realtime/realtimetransform)
- RealtimeTransform + Physics (https://normcore.io/documentation/realtime/networked-physics#realtimetransform--physics)
- RealtimeTransform Extra Notes (https://normcore.io/documentation/realtime/realtimetransform#extra-notes)
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I have a similar question which is - is this a Reliable transfer? If so, this would solve a lot of problems for us / make things easier
It's not, the property skips interpolation for a tick which is an unreliable property