fgamez1020
fgamez10202w ago

Instantiate different avatar for each player

How do I instantiate a different avatar for each connected player?
3 Replies
kapa.ai
kapa.ai2w ago
Hi @fgamez1020. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- To instantiate a different avatar for each connected player in NormalVR, you can use the RealtimeAvatarManager component. This component is responsible for instantiating an avatar prefab to represent the local player and keeping track of avatars that were instantiated for other players in the same room. If you want to use a different avatar prefab for different clients, you can change the localAvatarPrefab property at runtime from your own scripts. This property represents the avatar prefab that will be instantiated to represent the local client. The prefab needs to include a RealtimeAvatar component on the root in order to function correctly. Here is an example of how you can use the RealtimeAvatarManager:
using UnityEngine;
using Normal.Realtime;

public class MyAvatarManager : MonoBehaviour {
private RealtimeAvatarManager _manager;

private void Awake() {
_manager = GetComponent<RealtimeAvatarManager>();
_manager.avatarCreated += AvatarCreated;
_manager.avatarDestroyed += AvatarDestroyed;
}

private void AvatarCreated(RealtimeAvatarManager avatarManager, RealtimeAvatar avatar, bool isLocalAvatar) {
// Avatar created!
}

private void AvatarDestroyed(RealtimeAvatarManager avatarManager, RealtimeAvatar avatar, bool isLocalAvatar) {
// Avatar destroyed!
}
}
using UnityEngine;
using Normal.Realtime;

public class MyAvatarManager : MonoBehaviour {
private RealtimeAvatarManager _manager;

private void Awake() {
_manager = GetComponent<RealtimeAvatarManager>();
_manager.avatarCreated += AvatarCreated;
_manager.avatarDestroyed += AvatarDestroyed;
}

private void AvatarCreated(RealtimeAvatarManager avatarManager, RealtimeAvatar avatar, bool isLocalAvatar) {
// Avatar created!
}

private void AvatarDestroyed(RealtimeAvatarManager avatarManager, RealtimeAvatar avatar, bool isLocalAvatar) {
// Avatar destroyed!
}
}
In this example, the AvatarCreated and AvatarDestroyed methods are event handlers that get called when a player joins or leaves the room, respectively. You can add your own logic inside these methods to handle these events as needed. For more information, you can refer to the RealtimeAvatarManager documentation (https://normcore.io/documentation/realtime/xr/avatars#realtimeavatarmanager). ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2w ago
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Mechabit
Mechabit7d ago
If you want a different prefab to be instantiated per player you'll need to make a custom avatar manager like the bot says. If you just want to change the materials you can add an array of materials to the avatar prefab and switch between them based on client ID