Dynamically create networked objects at runtime
I was excited to move away from Photon Fusion 2 to Normcore and have been experimenting for the past few days, but I've hit this roadblock that makes Normcore unusable for games with user-generated content.
I'm allowing users to upload scenes as "worlds" with our SDK.
I'd simply like users to be able to have a dummy
This dummy script would just contain a generated
Then, when the scene is loaded in-game:
I imagine it should be possible considering the object ID and structure would be identical across clients.
Plus this would only be for pre-built components such as
I'm new to NormCore so I don't know if it's structured in a way that would make this possible in future.
I just really want to ditch Photon...
I'm allowing users to upload scenes as "worlds" with our SDK.
I'd simply like users to be able to have a dummy
Networked script that they can add to objects in their scene. This dummy script would just contain a generated
GUID that persists when the scene is packaged and uploaded.Then, when the scene is loaded in-game:
1. The dummy script is swapped out with aRealtimeTransformand theRealtimeView
2. TheRealtimeViewuses the dummy GUID (so it's structure and ID are identical across clients)
3. They're then "baked" or added to the network
I imagine it should be possible considering the object ID and structure would be identical across clients.
Plus this would only be for pre-built components such as
RealtimeTransform, I'm not expecting user-created networked scripts. I'm new to NormCore so I don't know if it's structured in a way that would make this possible in future.
I just really want to ditch Photon...