Infinitly spawning grabbable ball
I am trying to make an infinitly respawning grabbable ball in my VR game. I have tried a lot of different solutions but none of them work. How would i do this?
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Hi @✨Mike the Floof Wizard✨. 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 create an infinitely respawning grabbable ball in a Normcore-powered VR game, you should use Normcore’s networked object instantiation and ownership system. Here’s a recommended approach based on the documentation:
1. Prefab Setup:
- Create a ball prefab in Unity. - Add a RealtimeView and RealtimeTransform component to the prefab.
- Add a Rigidbody and any grabbable logic you need. 2. Instantiation:
- Use Realtime.Instantiate() to spawn the ball so it appears on all clients and is networked.
- Example: - This ensures the ball is synchronized and can be interacted with by all players [Ownership and Lifetime Flags]. 3. Respawning Logic:
- Detect when the ball is destroyed or needs to respawn (e.g., falls out of bounds or is released). - When this happens, call Realtime.Instantiate() again to create a new ball. 4. Lifetime Management:
- If you want the ball to be destroyed when the owner leaves, use the default lifetime flags. - If you want the ball to persist, set destroyWhenOwnerOrLastClientLeaves: false. Important Notes: - Do not use Unity’s Instantiate() for networked objects—always use Realtime.Instantiate() so all clients see the same objects [Support QA Part 2]. - Make sure your prefab has all required Normcore components before runtime, as you cannot add RealtimeTransform at runtime [RealtimeTransform Extra Notes]. - For physics and grabbing, ensure the Rigidbody and RealtimeTransform are set up as described in the networked physics documentation [RealtimeTransform + Physics]. If you follow this pattern, you should be able to have a ball that respawns infinitely and is grabbable by all players in your VR game. If you need to preload assets or use addressables, see the Addressables Recipe for more advanced loading strategies. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
- Create a ball prefab in Unity. - Add a RealtimeView and RealtimeTransform component to the prefab.
- Add a Rigidbody and any grabbable logic you need. 2. Instantiation:
- Use Realtime.Instantiate() to spawn the ball so it appears on all clients and is networked.
- Example: - This ensures the ball is synchronized and can be interacted with by all players [Ownership and Lifetime Flags]. 3. Respawning Logic:
- Detect when the ball is destroyed or needs to respawn (e.g., falls out of bounds or is released). - When this happens, call Realtime.Instantiate() again to create a new ball. 4. Lifetime Management:
- If you want the ball to be destroyed when the owner leaves, use the default lifetime flags. - If you want the ball to persist, set destroyWhenOwnerOrLastClientLeaves: false. Important Notes: - Do not use Unity’s Instantiate() for networked objects—always use Realtime.Instantiate() so all clients see the same objects [Support QA Part 2]. - Make sure your prefab has all required Normcore components before runtime, as you cannot add RealtimeTransform at runtime [RealtimeTransform Extra Notes]. - For physics and grabbing, ensure the Rigidbody and RealtimeTransform are set up as described in the networked physics documentation [RealtimeTransform + Physics]. If you follow this pattern, you should be able to have a ball that respawns infinitely and is grabbable by all players in your VR game. If you need to preload assets or use addressables, see the Addressables Recipe for more advanced loading strategies. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
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I made the following script, would this work?
would my above script work?
@kapa.ai would the above script work
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I'm sorry, but there is no specific script provided in your previous message, so I cannot directly evaluate whether "the above script" would work. If you share the exact script or code you are referring to, I can review it for correctness based on Normcore's requirements and best practices.
However, I can confirm that the general approach I described—using
Realtime.Instantiate()
to spawn the ball prefab with the necessary Normcore components—follows the recommended method for networked object instantiation in Normcore. This ensures that the object is synchronized across all clients and can be interacted with as intended [Realtime API].
If you provide your script, I can give you a more detailed and specific answer.
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@kapa.ai Would the following script work for the infinitly respawning ball?
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Your script demonstrates the right idea—using
- You are correctly using
- The prefab
- All required Normcore components (like
- The
- You are using
The
If multiple clients can trigger respawn, you may end up with multiple balls unless you coordinate ownership and respawn logic carefully. - Ownership:
You are using
Realtime.Instantiate()
to spawn a networked ball and Realtime.Destroy()
to remove it before respawning. This approach aligns with Normcore’s requirements for synchronizing objects across clients. However, there are a few important issues and limitations to consider based on the knowledge sources:
Key Points from the Documentation
1. Instantiation and Ownership- You are correctly using
Realtime.Instantiate()
to create the ball, which ensures it is networked and synchronized across all clients [Realtime API].
2. Prefab Requirements- The prefab
"NewBall"
must have a RealtimeView
on the root and must be located in a Resources
folder, unless you are using a custom loader or Addressables [Realtime API].
3. Component Attachment- All required Normcore components (like
RealtimeTransform
) must be present on the prefab before runtime. You cannot add them at runtime [RealtimeTransform Extra Notes].
4. Collision Handling- The
OnCollisionEnter
method in your script is attached to the spawner, not the ball. This means it will only trigger if the spawner object itself collides, not the ball. To detect when the ball collides and should respawn, you need to place this logic on the ball prefab or subscribe to an event from the ball instance.
5. Destroying and Respawning- You are using
Realtime.Destroy(ball)
and then immediately instantiating a new ball, which is the correct pattern for respawning networked objects [Reference: Realtime].
Issues in Your Script
- Collision Detection Location:The
OnCollisionEnter
in your script will not detect collisions for the ball unless this script is attached to the ball itself. If you want to respawn the ball when it collides with certain objects, the collision logic should be on the ball prefab, not the spawner.
- Multiple Balls:If multiple clients can trigger respawn, you may end up with multiple balls unless you coordinate ownership and respawn logic carefully. - Ownership:
You are using
ownedByClient: true
, which means the client that spawns the ball will own it. If you want all clients to be able to interact with the ball, ensure ownership is transferred or released as needed [RealtimeTransform Ownership].
Summary
- The core approach is correct: Use Realtime.Instantiate()
and Realtime.Destroy()
for networked respawning.
- Collision logic should be on the ball prefab: Move the collision detection to the ball itself.
- Prefab setup is critical: Ensure the prefab is properly configured with all required Normcore components and is in the correct location.
If you address the collision logic placement, your respawning system should work as intended with Normcore. If you need more advanced pooling or loading, consider the Addressables Recipe.
If you need a code example for the ball prefab’s collision logic, let me know!
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@kapa.ai how do i coordinate ownership and respawn logic so i only have one ball
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To ensure there is only one ball in the scene and coordinate ownership and respawn logic in Normcore, you should:
1. Designate a Single Owner for Respawn Logic:
Only the client that owns the ball (i.e., the owner of the
Before executing any respawn logic, check if the local client is the owner. You can do this using the
If you want another client to take over the ball (for example, after a respawn), you can use
- Only the owner should handle respawn logic. - Use
Only the client that owns the ball (i.e., the owner of the
RealtimeTransform
or RealtimeView
on the ball) should be responsible for destroying and respawning the ball. This prevents multiple clients from creating duplicate balls.
2. Check Ownership Before Respawning:Before executing any respawn logic, check if the local client is the owner. You can do this using the
isOwnedLocallyInHierarchy
property on the RealtimeView
or RealtimeTransform
component. Only the owner should call Realtime.Destroy()
and Realtime.Instantiate()
for the ball.
This approach is recommended in the documentation to avoid issues where multiple clients try to destroy or create the same object at the same time [Common Questions: Ownership].
3. Ownership Transfer (if needed):If you want another client to take over the ball (for example, after a respawn), you can use
RequestOwnership()
on the RealtimeTransform
or RealtimeView
component. This ensures the correct client is responsible for future respawns [Ownership and Lifetime Flags].
Summary:- Only the owner should handle respawn logic. - Use
isOwnedLocallyInHierarchy
to check for ownership before respawning.
- Use RequestOwnership()
if you need to transfer responsibility.
This will ensure only one ball exists at a time and prevent duplicate respawns across clients.
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@kapa.ai I changed my script, is this sufficient so i only get one ball?
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Your updated script is closer to the correct approach for ensuring only one ball exists and is respawned by a single client, but there are a few important considerations and some uncertainty based on the available documentation:
What your script does right
- Ownership Check:
You correctly check
You use
If multiple instances of
The
Your script calls
You correctly check
realtimeView.isOwnedLocallyInHierarchy
before destroying and respawning the ball. This matches the recommended pattern in the documentation to avoid multiple clients destroying or respawning the same object at the same time [Common Questions: Ownership].
- Networked Instantiation:You use
Realtime.Instantiate()
to create the ball, which ensures it is synchronized across all clients [Reference: Realtime].
Potential Issues / Uncertainties
- Multiple Spawners:If multiple instances of
NewBallSpawn
exist in the scene (for example, if each player has one), each could potentially instantiate a ball. The documentation does not specify a built-in way to enforce a singleton pattern for networked objects, so you must ensure only one spawner exists in your scene, or use a persistent model in the datastore to track the ball's existence [Lifetime Flags].
- Prefab Setup:The
"NewBall"
prefab must have all required Normcore components (such as RealtimeView
and RealtimeTransform
) before runtime. This is a requirement for networked objects [RealtimeTransform Extra Notes].
- DestroyBall Script:Your script calls
ball.GetComponent<DestroyBall>().GetBallSpawn(this);
. The behavior of this method is not shown, so if it triggers respawn logic from multiple clients, you could still get duplicate balls. Make sure only the owner triggers respawn.
Summary
- If only one spawner exists in the scene and only the owner triggers respawn, your script should be sufficient to ensure only one ball exists at a time.
- If there are multiple spawners, or if the respawn logic can be triggered by non-owners, you may still get duplicate balls.
- The knowledge sources do not explicitly describe a built-in singleton enforcement for networked objects, so you must manage this at the application level.
If you need a truly global singleton ball, consider using a persistent model in the datastore to track the ball's existence, or ensure only one spawner is ever active in the scene.
If you have further details about your scene setup or the DestroyBall
script, I can provide more targeted feedback.
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@kapa.ai When i am trying to instantiate the ball i get a nullReferenceException on my ball variable
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A NullReferenceException when trying to instantiate the ball with
The prefab name you pass to
The prefab must have a
Double-check that the string you pass to
If you are using Addressables or a custom loader, ensure your loading delegate is set up correctly and the prefab is preloaded as required [Recipe: Using Addressables]. Summary:
A NullReferenceException on your
Realtime.Instantiate()
usually means that something in your instantiation or prefab setup is not correct. Based on the Normcore documentation, here are the most common causes:
1. Prefab Not Found or Not in Resources FolderThe prefab name you pass to
Realtime.Instantiate()
must match exactly, and the prefab must be located in a Resources
folder in your project. If it is not, Normcore will not be able to find or instantiate it, and ball
will be null [Realtime API].
2. Missing RealtimeView on PrefabThe prefab must have a
RealtimeView
component on its root GameObject. If it does not, instantiation will fail or the object will not be networked properly [Realtime API].
3. Incorrect Prefab NameDouble-check that the string you pass to
Realtime.Instantiate()
matches the prefab's name exactly (case-sensitive).
4. Custom Loader IssuesIf you are using Addressables or a custom loader, ensure your loading delegate is set up correctly and the prefab is preloaded as required [Recipe: Using Addressables]. Summary:
A NullReferenceException on your
ball
variable after calling Realtime.Instantiate()
almost always means the prefab could not be found or loaded. Double-check the prefab's location, name, and required components as described above.
If you have verified all of the above and still encounter the issue, please provide the exact line where the exception occurs and any relevant error messages for further troubleshooting.
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@kapa.ai I also get the following error:
"Realtime asked to instantiate game object, but is not associated with a room! Ignoring."
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The error message:
- You can either enable "Join Room On Start" in the Realtime component in the Unity Inspector, or call the
"Realtime asked to instantiate game object, but is not associated with a room! Ignoring."means that your
Realtime
instance is not connected to a room when you call Realtime.Instantiate()
. According to the documentation, you must be connected to a room before you can instantiate networked objects. Instantiation will be ignored if the connection is not established [Realtime API].
How to fix:
- Make sure you connect to a room before calling Realtime.Instantiate()
.- You can either enable "Join Room On Start" in the Realtime component in the Unity Inspector, or call the
Connect()
method in your script and wait until the connection is established before instantiating objects [Reference: Realtime].
If you are instantiating the ball in Start()
, it may be too early—wait until realtime.connected == true
or subscribe to the didConnectToRoom
event before spawning your ball [Common Questions].
Example:
This ensures you only instantiate the ball after the connection to the room is established.
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@kapa.ai how do i make it so that when the ball grabbed by the player, it gets owned locally in hierarchy?
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To make the ball owned locally in the hierarchy when it is grabbed by the player, you should call
RequestOwnership()
on the RealtimeTransform
component of the ball when the grab action occurs. This is the recommended approach in Normcore for designating the local client as the owner of a networked object, such as a grabbable ball.
From the documentation:
In order 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[RealtimeTransform] Example: This will make the local client the owner of the ball in the hierarchy, provided that no parentRequestOwnership()
or by using the Request Ownership button in the editor inspector.
A RealtimeTransform is available for immediate use afterRequestOwnership()
is called. Normcore will assume the call is going to succeed, and will roll back any state changes automatically if the call is rejected by the server.
ARequestOwnership()
call is only rejected if the RealtimeView or a parent RealtimeView is owned by a different client.
RealtimeView
is owned by another client and the ownership flags allow it. Other clients will then follow the local client's updates for the ball's transform.
If you want to check if the local client is now the owner, you can use:
This approach ensures that the grabbing player becomes the authoritative owner of the ball's transform, and all other clients will see the ball follow that player's movements.
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@kapa.ai if i put the following code into the select entered function on the ball, will it work? If not what do i have to do to fix it?
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Your code:
is correct for requesting ownership of the
RealtimeTransform
on the ball when the select (grab) event occurs. According to the documentation, calling RequestOwnership()
on a RealtimeTransform
is the standard way to make the local client the owner when interacting with a networked object [RealtimeTransform].
However, there are a few things to ensure for this to work as expected:
1. The ball prefab must have a RealtimeTransform
component attached before runtime.
2. The parent RealtimeView
(and its hierarchy) must not be owned by another client, or have ownership flags that prevent takeover, otherwise the request will be rejected [RealtimeTransform].
3. The object must be instantiated via Realtime.Instantiate()
and be part of a connected room.
If all of the above are true, your function will work as intended. If you encounter issues, check the ownership flags and parent ownership in your prefab setup.
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Yes, this code will work for making the local client the owner of the ball when it is grabbed, as long as the prefab and ownership setup are correct [RealtimeTransform].
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@kapa.ai where would i need to place the requestownership code for it to work?
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You should place the
RequestOwnership()
code at the point where the player grabs (selects) the ball—specifically, in the event handler or function that is called when the grab/select action occurs. This ensures that ownership is transferred to the local client at the moment of interaction.
The Normcore documentation states:
You can request ownership of a RealtimeTransform component by calling RequestOwnership()
... In order to move an object with a RealtimeTransform component, your client needs to be the owner of the RealtimeTransform component [RealtimeTransform].
So, if you are using Unity's XR Interaction Toolkit or a similar system, you would typically call RequestOwnership()
inside the function that handles the "select entered" or "grab" event for the ball. This ensures the local client becomes the owner as soon as the ball is grabbed.
Example placement:
This guarantees that the ownership request happens exactly when the player grabs the ball, which is the recommended approach in Normcore.
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@kapa.ai would the following code work to request ownership once the ball is grabbed?
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Your code for requesting ownership when the ball is grabbed is correct in principle, but there are a couple of important details to ensure it works as intended with Normcore:
Key points from the documentation:
- You should call
Yes, your code will work to request ownership when the ball is grabbed, provided the
RequestOwnership()
on the RealtimeTransform
when the grab/select event occurs. This is the recommended way to ensure the local client becomes the owner and can move the object [RealtimeTransform].
- The RealtimeTransform
component must be present on the object before runtime, and the object must be instantiated using Realtime.Instantiate()
and be part of a connected room for ownership to work [RealtimeTransform Extra Notes].
- The documentation does not mention any special requirements for Unity's XR Interaction Toolkit, so as long as your grab event is correctly wired to call OnSelectEntered
, this approach is valid.
Uncertainties:
- The knowledge sources do not provide a direct example with XRGrabInteractable
or Unity's XR Interaction Toolkit, but the general pattern of requesting ownership on interaction is well-supported.
Summary:Yes, your code will work to request ownership when the ball is grabbed, provided the
RealtimeTransform
is present, the object is networked, and the event is correctly hooked up to the grab action [RealtimeTransform].
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@kapa.ai how does the player keep the ownership of the ball once i let go?
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To ensure the player keeps ownership of the ball after letting go, you need to prevent Normcore from automatically clearing ownership when the ball's Rigidbody goes to sleep. By default, when using a Rigidbody with a
RealtimeTransform
, Normcore will clear ownership when the Rigidbody comes to rest, allowing other clients to take over ownership on future interactions.
To override this behavior, set the "Maintain Ownership While Sleeping" option on the RealtimeTransform
component in the Unity Inspector. This setting tells Normcore to keep the current owner even when the Rigidbody is at rest, so the player who grabbed the ball will remain the owner after releasing it [RealtimeTransform: Rigidbody mode].
If you want to retain ownership of the Player RealtimeTransform at all times... set it to Maintain Ownership While Sleeping.So, to keep ownership after letting go, enable Maintain Ownership While Sleeping on your ball's
[Creating a Player Controller: Making it multiplayer]
RealtimeTransform
.
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@kapa.ai when i pick up the ball i can see that it is owned by myself (localclient 0) but once i let go of the ball my respawn fucntion below does not work:
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Based on the knowledge sources, your respawn function checks if
realtimeView.isOwnedLocallyInHierarchy
is true before destroying and respawning the ball. This is the correct approach to ensure only the owner performs the respawn logic [Common Questions: Ownership].
However, after you let go of the ball, it’s possible that ownership is being cleared automatically by Normcore, especially if the ball’s Rigidbody goes to sleep and the RealtimeTransform
is not set to Maintain Ownership While Sleeping. In this case, realtimeView.isOwnedLocallyInHierarchy
will return false, and your respawn logic will not execute [RealtimeTransform: Rigidbody mode].
To fix this:
- Make sure the RealtimeTransform
on your ball prefab has Maintain Ownership While Sleeping enabled in the Unity Inspector. This will prevent Normcore from clearing ownership when the Rigidbody goes to sleep, allowing your client to remain the owner after releasing the ball and ensuring your respawn function works as expected.
If you have already set this option and the issue persists, double-check that no other code or interaction is calling ClearOwnership()
on the ball’s RealtimeTransform
after you let go.
If you need to transfer ownership intentionally, you can use RequestOwnership()
or ClearOwnership()
as needed, but for your use case, enabling Maintain Ownership While Sleeping is the recommended solution according to the documentation.
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@kapa.ai I dont call clearownership anywhere else but the issue still persists
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If you are not calling
ClearOwnership()
anywhere else, but ownership is still being lost when you let go of the ball, the most likely cause—according to the knowledge sources—is that the RealtimeTransform
is automatically clearing ownership when the Rigidbody goes to sleep. This is the default behavior in Normcore for Rigidbody mode:
RealtimeTransform will automatically clear ownership when the Rigidbody goes to sleep. If you would like to avoid this behavior, use the inspector to switch the sleep option to "Maintain Ownership While Sleeping" [RealtimeTransform: Transform mode vs. Rigidbody mode].Please double-check that the Maintain Ownership While Sleeping option is enabled on the
RealtimeTransform
component of your ball prefab in the Unity Inspector. If this option is not enabled, Normcore will clear ownership as soon as the Rigidbody is at rest, which would explain why your respawn logic does not work after releasing the ball.
If you have already enabled this option and the issue still persists, the knowledge sources do not provide further troubleshooting steps for this specific scenario. In that case, you may need to further investigate your prefab setup or look for other scripts or settings that could be affecting ownership, but the documentation does not offer more explicit guidance beyond the "Maintain Ownership While Sleeping" setting.
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