Avatar spawn in twice
The last version I was on that this was not an issue was 2.12. After that, I updated to 2.14 and ever since that I've had an issue with avatars sometimes double spawning. I use Avaturn avatars and this was not an issue in Normcore up to version 2.14. I've tried out the latest Normcore recently as well to see if there was anything that was causing this that got patched up, but the issue is still there...
The way I have it setup is Avaturn requests to download an avatar from it's server (where the avatar was created online via a browser), and after that, the model is simply placed into the Normcore's avatar and it retrieves all the bones to sync up properly the movement with tracking.
The issue looks like this - you can enter the room and everything is ok, or sometimes you can enter the room and see someone spawned in double - one avatar copy will be t-posing and the other will be tracked or sometimes even the other copy looks broken if the bones were not read correctly due to double spawn.
Reverting back to Normcore version 2.12 makes the issue go away. And I have not changed anything about the logic of the code in question here.
Does anyone have any idea or pointer as to what this could be? Or maybe this is a known bug?
9 Replies
Hi @Ryllexya. 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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I'm sorry, but the knowledge sources do not contain any explicit information about a known issue with double-spawning avatars in Normcore versions after 2.12, nor do they mention compatibility issues with Avaturn avatars or changes in avatar instantiation logic between versions 2.12 and 2.14.
The documentation does describe how the avatar system works in Normcore, specifically that the RealtimeAvatarManager is responsible for instantiating avatars and tracking them per client. It also notes that the manager uses events like avatarCreated and avatarDestroyed to notify when avatars are spawned or removed, and that the avatar prefab must include a RealtimeAvatar component on the root for correct operation. If you have custom logic or modifications, especially with third-party avatar systems like Avaturn, it’s important to ensure that only one avatar is instantiated per client and that your integration with the avatar manager is not causing multiple instantiations inadvertently. However, there is no mention of a bug or breaking change in the official documentation that matches your description Avatars Reference.
Since reverting to 2.12 resolves the issue, it may be related to changes in how Normcore handles avatar instantiation or model replacement in later versions, but without more specific documentation or release notes, I cannot confirm this.
If you have not already, I recommend:
- Verifying that your code only triggers avatar instantiation once per client connection.
- Checking for duplicate event subscriptions or instantiation calls.
- Reviewing any custom modifications to the avatar system.
- Reaching out to the Normcore community or support channels for further assistance, as they may have more insight into version-specific issues.
Again, the knowledge sources do not provide a definitive answer or acknowledge this as a known bug. If you need more targeted help, the Normcore Discord is recommended for community support.
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Note: you can ask me a follow up question by @ mentioning me again :speech_balloon:
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I'd add some code breaks in your download and spawn code to see where it's being called twice
please update to the latest version. 2.14 introduced a new set of change events and we fixed bugs for it in later versions
That's what I did! I got the latest Normcore version. 2.12 is the last one that I had no issue with. The latest Normcore version I still have this issue.
are you able to repro this in an empty Unity project for us? I’d be happy to have our team take a look
I will get on that today! I should be able to! 🙂 How do I share the project when its ready?
max@normalvr.com
Thank you very much for this.