Ethan Barron
Ethan Barron3w ago

Some form of real RPC support

I understand that RPCs can cause a lot of bad, but by removing the burden of them and having the model solution I think there's more of a burden My game HEAVILY relies on audio cues, things such as player footsteps being synced so enemies can hear them, or sounds from creatures that represent integral information such as their mood or if they spotted you, and a one-time SFX that doesn't need to buffer for later clients is a perfect scenario for RPCs The model solution shown in the docs kind of works, but it's also aligned with the send rate, so now this means if there's multiple sounds trying to play through the same model, only one will get sent out, as opposed to most solutions having RPCs as separate instant messages. This also makes me wonder how you guys think people should handle stuff like text chat?
7 Replies
Ethan Barron
Ethan BarronOP3w ago
This is what I addressed and didn't want to do It has a couple downsides, does Normcore maybe have like a messaging system I could use?
Mechabit
Mechabit3w ago
if you don't like that recipe you can use a RealtimeSet to send messages
maxweisel
maxweisel3w ago
we’ve got an implementation in the works
NormalMark
NormalMark3w ago
we're working on a better solution, but in the meantime we have one that solves the send rate issue you mentioned and acts more like a traditional RPC https://github.com/NormalVR/GorillaTemplate/blob/main/GorillaTemplate/Assets/_GorillaTemplate/Utility/MessageQueue.cs
Moardak
Moardak3w ago
I use RealtimeSets to send all sorts of events in my VR FPS, including hit events from fully automatic weapons, so potentially hundreds of events per second. It works great.
Ethan Barron
Ethan BarronOP2w ago
Sorry guys I've been busy for quite a few days, I'm glad to know an official solution is in the works! I will also look into RealtimeSet for now

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