I expect it may have something to do with FixedUpdate getting to run once for the Rigidbody before you RequestOwnership, but I’ll have our team take a closer look
Yeah I thought I remember discussing this a while back and it was being considered to be put in. We currently jump through various hoops to fix this as well since we always have tons of RB in play
I was wrong and we found a bug related to your repro. thank you again for putting that together. It took us a bit to repro the issue, but we're working on a fix for you
Hi! I’m new to Unity and new to networking in general, and I chose Normcore because I’ve heard it’s great for VR. I’m still struggling to understand parts of the documentation, so I’m hoping someone can point me in the right direction or help me understand how to structure this system.
Here’s what I’m trying to build:
When the player launches the game, they first spawn in an offline “Home World.” From here there are two UI buttons:
Join Random Public
Join By Code
Join Random Public • The game should look for available public rooms. • A room is available if: • It exists • It has at least 1 player • It has less than 8 players • Rooms with 0 players should automatically disappear / not be considered. • If an available room is found → join it. • If no available rooms exist (none created, all full, no players online, etc.) → create a new public room. • Every room has a unique 6-digit code so other players can join the same room later.
Join By Code • Clicking this opens a VR keyboard. • The player types a 6-digit code (example: 123456). • If a room with that code exists and has less than 8 players, join it. • If the room exists but is full → show an error (“Max capacity reached”). • If the room doesn’t exist → create it private/public (whichever Normcore requires) using that exact code. I’m extremely new to all this and am a solo developer. I’ve been struggling for weeks trying to set up things like fusion and pun but finally figured out that this is actually a much better solution. However I’m still highly confused and any and all help is highly appreciated
Thanks for the input although I don’t have the slightest idea of what you’re talking about any sort of basic coding I can handle but networking and multiplayer is just voodoo magic for me. This is my first game so I’ve never used it before and I have literally zero reference, I’ve been struggling with this for weeks now trying to find different solutions until about five days ago when I found this
Also, one more thing I think the best way to do this would be to make it in chunks building off of that each time so for example, the first thing I would want to do is literally just have it so when I start the game, it will connect me to a room with another player
How would you hide the App key in a secure way? without having a backend server. I noticed that the Appkey is often quite vulnerable to rip. Its just a real time component with a app key attached to it. So i was thinking of using tempTokens via Playfab, but its quite complicated. So any other work-arounds to protect it? I plan on having the game on Steam VR. Thanks.
Also, yeah, I do think I could benefit from using the template I might be able to Jerry rig it together with what I’m trying to do however it’s not a gorilla tag type of game so we’ll see how that works out
That would be a fun holiday present hahah. But I'm content with time being taken towards it to make it as good as possible. Honestly even if it's just small wins across the board I'd be happy