Lost Wizard Corp.
Lost Wizard Corp.
NNormal
Created by Lost Wizard Corp. on 9/7/2024 in #🤝ask-a-question
manifest for android
@Normcore Assistant what about quest 3
28 replies
NNormal
Created by Lost Wizard Corp. on 9/7/2024 in #🤝ask-a-question
manifest for android
@Normcore Assistant will it not work on quest 3, we are both connected to the room but cant see or hear each other
28 replies
NNormal
Created by Lost Wizard Corp. on 9/7/2024 in #🤝ask-a-question
manifest for android
@Normcore Assistant how about a quest build
28 replies
NNormal
Created by Lost Wizard Corp. on 9/7/2024 in #🤝ask-a-question
manifest for android
@Normcore Assistant can i have windows build in usa connect to android build in the uk
28 replies
NNormal
Created by Lost Wizard Corp. on 9/7/2024 in #🤝ask-a-question
manifest for android
thank you !
28 replies
NNormal
Created by Lost Wizard Corp. on 7/15/2024 in #🤝ask-a-question
realtimetransform and rigidbody
@Normcore Assistant do i need to disable the rigid body object before switching scenes
10 replies
NNormal
Created by Vurtworld on 6/15/2024 in #🤝ask-a-question
XR Origin
does the prefab pick up the geometry from the xr rig ,
38 replies
NNormal
Created by Lost Wizard Corp. on 6/14/2024 in #🤝ask-a-question
when avatars are created do they have ownership of the child views as well
i will try referencing the main view on the origin
8 replies
NNormal
Created by Lost Wizard Corp. on 6/14/2024 in #🤝ask-a-question
when avatars are created do they have ownership of the child views as well
the movement control script i have is on the prefab avatar itself and the controls need to be separated so one avatar doesnt control the other avatars with the control script which i put the isownedlocally check and that script is on each hand which has a realtime transform and view but when its instantiated the realtime view on the hands doesnt pick up the owned by client and is left with no ownership , then the script fails because its not owned locally , the realtime transforms on the hands start with local client ownership, this happens on the head too , i went back to check the demo and the vr player prefab there also is started with only realtime transform local client ownerships as well to see if it was something i added or perhaps the way it was generated from the start ,i went ahead and made a fresh avatar manager so i could adjust the parameters and a new model so ican access when the model has finished loading as well as making it meta-model = true to grab the ownership of all the children , which is where im at now and havent had a chance to test yet with this setup,
8 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
that definitely helped some , thanks
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
i'll give it go
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
maybe it needs more time to load the values , maybe i should add OnDidWrite check then update
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
this is from the app log is the closest i can see to what its having a problem with , has to one of the values , NullReferenceException: Object reference not set to an instance of an object at ParticleSystemSync1.UpdateModelFromParticleSystem () [0x000cd] in <22e0edc31abc4408b1086ff54af63e54>:0 at ParticleSystemSync1.OnRealtimeModelReplaced (ParticleSystemModel previousModel, ParticleSystemModel currentModel) [0x000ec] in <22e0edc31abc4408b1086ff54af63e54>:0
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
although the base one doesnt sync the color yet just the first two values
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
protected override void OnRealtimeModelReplaced(ParticleSystemModel previousModel, ParticleSystemModel currentModel) { if (previousModel != null) { previousModel.startSpeedDidChange -= OnStartSpeedChanged; previousModel.lifetimeDidChange -= OnLifetimeChanged; previousModel.colorGradientIndexDidChange -= OnColorGradientChanged; } if (currentModel != null) { if (currentModel.isFreshModel) UpdateModelFromParticleSystem(); currentModel.startSpeedDidChange += OnStartSpeedChanged; currentModel.lifetimeDidChange += OnLifetimeChanged; currentModel.colorGradientIndexDidChange += OnColorGradientChanged; } } private void UpdateModelFromParticleSystem() { _isUpdatingModel = true; model.startSpeed = _mainModule.startSpeed.constant; model.lifetime = _mainModule.startLifetime.constant; model.colorGradientIndex = colorGradientDropdown.value; _isUpdatingModel = false; }
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
this is the base sync ,
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
using Normal.Realtime; using Normal.Realtime.Serialization; using UnityEngine; [RealtimeModel] public partial class ParticleSystemModel { [RealtimeProperty(1, true, true)] private float _startSpeed; [RealtimeProperty(2, true, true)] private float _lifetime; [RealtimeProperty(3, true, true)] private float _colorOverLifetime; [RealtimeProperty(4, true, true)] private float _speedOverLifetime; [RealtimeProperty(5, true, true)] private float _velocityOrbitalX; [RealtimeProperty(6, true, true)] private float _velocityOrbitalY; [RealtimeProperty(7, true, true)] private float _velocityOrbitalZ; [RealtimeProperty(8, true, true)] private bool _toggleEffect; [RealtimeProperty(9, true, true)] private int _colorGradientIndex; [RealtimeProperty(10, true, true)] private Vector3 _position; [RealtimeProperty(11, true, true)] private Quaternion _rotation; [RealtimeProperty(12, true, true)] private Vector3 _scale; }
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
the model
41 replies
NNormal
Created by Lost Wizard Corp. on 5/24/2024 in #🤝ask-a-question
what does this mean
private void UpdateModelFromParticleSystem() { _isUpdatingModel = true; model.startSpeed = _mainModule.startSpeed.constant; model.lifetime = _mainModule.startLifetime.constant; model.colorOverLifetime = colorOverLifetimeKnob.value; model.speedOverLifetime = speedOverLifetimeKnob.value; model.velocityOrbitalX = velocityOrbitalXKnob.value; model.velocityOrbitalY = velocityOrbitalYKnob.value; model.velocityOrbitalZ = velocityOrbitalZKnob.value; model.colorGradientIndex = colorGradientDropdown.value; model.toggleEffect = particleSystem.isPlaying; //model.position = particleSystem.transform.localPosition; //model.rotation = particleSystem.transform.localRotation; //model.scale = particleSystem.transform.localScale; _isUpdatingModel = false; }
41 replies