fgamez1020
fgamez10202d ago

Avatars

How to get the avatar indexes that are still available in the game
2 Replies
kapa.ai
kapa.ai2d 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 answer your question about getting available avatar indexes in NormalVR, I'll need to provide some context based on the available information. NormalVR uses a component called RealtimeAvatarManager to handle avatars in a multiplayer environment. This component keeps track of all avatars in a room, including the local player's avatar and those of other players. While there isn't specific information about getting "available avatar indexes" in the provided knowledge sources, we can infer a way to determine which avatars are currently in use: The RealtimeAvatarManager has an avatars property, which is a dictionary of all RealtimeAvatar components stored under the clientID that the avatar belongs to Avatars Documentation (https://normcore.io/documentation/realtime/xr/avatars). You could use this to determine which avatars are currently in use in the game. Here's a conceptual approach to find available avatar indexes: 1. Determine the total number of avatar slots you have in your game. 2. Use the RealtimeAvatarManager's avatars dictionary to see which slots are currently occupied. 3. The remaining slots would be your available avatar indexes. You could implement this in a script attached to the same GameObject as your RealtimeAvatarManager. Here's a basic example of how you might approach this:
using UnityEngine;
using Normal.Realtime;
using System.Collections.Generic;

public class AvatarIndexManager : MonoBehaviour
{
private RealtimeAvatarManager _avatarManager;
public int totalAvatarSlots = 10; // Set this to your game's maximum number of avatars

private void Awake()
{
_avatarManager = GetComponent<RealtimeAvatarManager>();
}
public List<int> GetAvailableAvatarIndexes()
{
List<int> availableIndexes = new List<int>();

for (int i = 0; i < totalAvatarSlots; i++)
{
if (!_avatarManager.avatars.ContainsKey(i))
{
availableIndexes.Add(i);
}
}

return availableIndexes;
}
}
using UnityEngine;
using Normal.Realtime;
using System.Collections.Generic;

public class AvatarIndexManager : MonoBehaviour
{
private RealtimeAvatarManager _avatarManager;
public int totalAvatarSlots = 10; // Set this to your game's maximum number of avatars

private void Awake()
{
_avatarManager = GetComponent<RealtimeAvatarManager>();
}
public List<int> GetAvailableAvatarIndexes()
{
List<int> availableIndexes = new List<int>();

for (int i = 0; i < totalAvatarSlots; i++)
{
if (!_avatarManager.avatars.ContainsKey(i))
{
availableIndexes.Add(i);
}
}

return availableIndexes;
}
}
This script assumes that avatar indexes correspond to client IDs, which may not be the case in your specific implementation. You might need to adjust the logic based on how you're assigning avatar indexes in your game. It's important to note that this approach is an interpretation based on the available information about NormalVR's avatar system. The actual implementation might vary depending on how your game is structured and how you're managing avatar assignments. For more detailed information about avatar management in NormalVR, I recommend referring to the Avatars Documentation (https://normcore.io/documentation/realtime/xr/avatars) and potentially reaching out to NormalVR's support for specific implementation details that might not be covered in the public documentation. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2d ago
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