How to use PrefabLoadDelegate to do object pooling?
I want to do an object pool, that when I call instantiate the code instead takes the object from the pool across all clients. How can I use PrefabLoadDelegate to achieve this?
15 Replies
Hi @gubebra. 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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To implement object pooling for realtime prefabs across all clients using PrefabLoadDelegate in NormalVR, you'll need to use the
IRealtimePrefabInstantiateDelegate
interface rather than IRealtimePrefabLoadDelegate
. The IRealtimePrefabInstantiateDelegate
is specifically designed for instantiating and destroying prefab instances, which is ideal for implementing object pooling.
Here's a general approach to achieve this:
1. Create a class that implements IRealtimePrefabInstantiateDelegate
.
2. In this class, implement the object pool logic.
3. Use the InstantiateRealtimePrefab
method to return objects from the pool instead of creating new instances.
4. Use the DestroyRealtimePrefab
method to return objects to the pool instead of destroying them.
Here's a basic example of how you might structure this:
To use this pool, you would need to set it up with your Realtime
instance:
This approach ensures that when Realtime.Instantiate()
is called, it will use your custom pooling logic across all clients. The InstantiateRealtimePrefab
method will either return an object from the pool or create a new one if the pool is empty. The DestroyRealtimePrefab
method will return objects to the pool instead of destroying them.
Remember that this is a basic implementation and you might need to adjust it based on your specific needs, such as pre-populating the pool, handling different prefab types, or managing pool sizes.
For more details on the IRealtimePrefabInstantiateDelegate
interface, you can refer to the NormalVR documentation on IRealtimePrefabInstantiateDelegate (https://normcore.io/documentation/reference/classes/Normal.Realtime.IRealtimePrefabInstantiateDelegate).
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@Normcore Assistant what is in your example?
Let me check the knowledge base for you again. One moment! :books:
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The
realtime
in the example refers to an instance of the Realtime
component in NormalVR. The Realtime
component is a crucial part of the NormalVR framework that manages connections to a room and handles synchronization of RealtimeViews
across multiple clients.
According to the NormalVR documentation on Realtime (https://normcore.io/documentation/realtime/realtime):
Realtime is the component that manages your connection to a room as well as any RealtimeViews that should be connected to the room's datastore. Use the Realtime component to connect to a room, instantiate realtime prefabs, and query any state about the room.In the context of the object pooling example,
realtime
would be a reference to the Realtime
component in your scene. You would typically get this reference in your script, often in the Awake()
or Start()
method, like this:
Then, you can use this _realtime
reference to set up the prefab instantiate delegate for object pooling:
This setup ensures that when you use Realtime.Instantiate()
to create objects in your multiplayer application, it will use your custom pooling logic across all connected clients.
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@Normcore Assistant I don't want every realtime.Instantiate() to call the pooling function, just when I call it from a specific place for a specific object for example
Let me check the knowledge base for you again. One moment! :books:
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To achieve selective object pooling for specific instances of
Realtime.Instantiate()
, you can modify your approach to use InstantiateOptions
when calling Realtime.Instantiate()
. This allows you to specify a custom IRealtimePrefabInstantiateDelegate
for individual instantiations.
Here's how you can implement this:
1. First, create your object pool class as before, implementing IRealtimePrefabInstantiateDelegate
.
2. Instead of setting this pool as the global delegate for your Realtime
instance, you'll use it selectively when instantiating.
Here's an example of how to use it:
This approach allows you to use the object pool only when you explicitly specify it, giving you fine-grained control over which objects are pooled.
The Realtime.Instantiate()
method accepts an InstantiateOptions
parameter, which can include a custom prefabInstantiateDelegate
. This delegate will be used for that specific instantiation only, overriding the default behavior for that call.
You can find more information about the Realtime.Instantiate()
method and its options in the NormalVR documentation on Realtime static methods (https://normcore.io/documentation/reference/classes/Normal.Realtime.Realtime).
Remember, this approach requires you to explicitly specify the pool each time you want to use it, which gives you more control but also requires more careful management in your code.
----------------------
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@Normcore Assistant I'm getting
Let me check the knowledge base for you again. One moment! :books:
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I apologize for the confusion in my previous response. It seems I made an error in describing the
InstantiateOptions
structure. Let me provide you with the correct information based on the available NormalVR documentation.
The error you're encountering suggests that prefabInstantiateDelegate
is not a property of Realtime.InstantiateOptions
. After reviewing the documentation, I can confirm that this property indeed doesn't exist in the InstantiateOptions
structure.
Instead, the Realtime.Instantiate()
method uses the prefabInstantiateDelegate
that is set on the Realtime
component itself. This means that to use a custom instantiate delegate for specific objects, you would need to temporarily change the delegate on the Realtime
instance, instantiate your object, and then reset it.
Here's how you could modify your approach:
This approach allows you to use the object pool for specific instantiations while keeping the default behavior for others. However, it's important to note that this method isn't thread-safe and could lead to issues in multi-threaded scenarios.
For more information on the Realtime.Instantiate()
method and its options, you can refer to the NormalVR documentation on Realtime static methods (https://normcore.io/documentation/reference/classes/Normal.Realtime.Realtime).
I apologize again for the earlier misinformation. If you need a more robust solution for selective object pooling, you might need to implement a custom system or reach out to the NormalVR support for advanced customization options.
----------------------
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if you don't want to use a pooled object just pass in a regular Instantiated one
I actually want to do object pooling. I just don't know how to use IRealtimePrefabInstantiateDelegate to do this. I already have a pool in place and working locally
the addessables doc has it laid out pretty clearly
just swap in the pooled object instead of an addressable
you also add this script to the same game object as the Realtime instance in the scene
alright thanks