Syncing Grabbing and throwing an object
How do I sync a player grabbing and throwing a ball for example and everyone in the server can see it?
3 Replies
Hi @Rex G. 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 sync grabbing and throwing a ball so everyone in the server can see it, you should use the RealtimeTransform component in Normcore. Here’s how the process works:
1. Add RealtimeTransform and Rigidbody:
Attach a RealtimeTransform and a Rigidbody component to your ball GameObject. This allows Normcore to synchronize its position, rotation, and physics state across all clients. 2. Ownership for Grabbing:
When a player grabs the ball, call
When the player throws the ball (e.g., by applying a force to the Rigidbody), the owner’s simulation is synchronized to all other clients. The ball’s movement will be visible to everyone. 4. Automatic Ownership Transfer on Collision:
If the thrown ball collides with another object that also has a RealtimeTransform and Rigidbody, Normcore will automatically transfer ownership to the client that interacted with it, ensuring smooth simulation for all players. When the ball comes to rest, ownership is cleared so another player can grab it. 5. Syncing the Grab State (Optional):
If you want to visually indicate which player is holding the ball, you can synchronize a “grabbed” state using a custom RealtimeComponent and model, as described in the Synchronizing Custom Data guide. Important Notes: - Only the owner can move the object; others will see updates from the owner. - For best results, make sure the Rigidbody is not parented to a moving object, and use kinematic mode if you want to move the ball directly while it’s being held. - Do not add or remove RealtimeTransform or Rigidbody components at runtime; set them up in prefabs ahead of time. References:
- RealtimeTransform and Ownership
- Networked Physics and Throwing
- Synchronizing Custom Data This setup ensures that grabbing and throwing actions are visible and synchronized for all players in the room. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
Attach a RealtimeTransform and a Rigidbody component to your ball GameObject. This allows Normcore to synchronize its position, rotation, and physics state across all clients. 2. Ownership for Grabbing:
When a player grabs the ball, call
RequestOwnership() on the ball’s RealtimeTransform. This makes the grabbing player the “owner,” and their client becomes the source of truth for the ball’s position and movement. Other clients will see the ball follow the owner’s actions in real time.
3. Throwing the Ball:When the player throws the ball (e.g., by applying a force to the Rigidbody), the owner’s simulation is synchronized to all other clients. The ball’s movement will be visible to everyone. 4. Automatic Ownership Transfer on Collision:
If the thrown ball collides with another object that also has a RealtimeTransform and Rigidbody, Normcore will automatically transfer ownership to the client that interacted with it, ensuring smooth simulation for all players. When the ball comes to rest, ownership is cleared so another player can grab it. 5. Syncing the Grab State (Optional):
If you want to visually indicate which player is holding the ball, you can synchronize a “grabbed” state using a custom RealtimeComponent and model, as described in the Synchronizing Custom Data guide. Important Notes: - Only the owner can move the object; others will see updates from the owner. - For best results, make sure the Rigidbody is not parented to a moving object, and use kinematic mode if you want to move the ball directly while it’s being held. - Do not add or remove RealtimeTransform or Rigidbody components at runtime; set them up in prefabs ahead of time. References:
- RealtimeTransform and Ownership
- Networked Physics and Throwing
- Synchronizing Custom Data This setup ensures that grabbing and throwing actions are visible and synchronized for all players in the room. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
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This is correct