DC
NNormal
•Created by DC on 2/13/2025 in #🤝ask-a-question
Best practise for clearing realtimearray
I understand that items from realtime array cannot be removed and to clear it I need create a new one. I am using realtime array to send "commands" from a host to a client and need data consistency of the command and it parameters. Since I send one command at a time, I figuire I could create the realtime array each time I want to send the command - is this reasonable, or would I encounter a performance problem?
21 replies
NNormal
•Created by DC on 2/12/2025 in #🤝ask-a-question
Failed while attempting to spin up room
This just started happening, I am getting the error "Room "3039": ConnectToRoom request received error from server: SpinUpRoomAndFetchServerAnswer: Failed while attempting to spin up room and fetch server answer from cluster (ln-us-ord). "
12 replies
NNormal
•Created by DC on 2/11/2025 in #🤝ask-a-question
command response
I want to use a normcore realtimeview to send a command/response from a host to a client. The realtime view has a few parameters that all need to be sent as one transaction. Once the client processes the transaction it will set a response status and return the status.
I am having difficulty sending then command as single "transactions", some of the data is sent in the following transaction.
I am having difficulty sending then command as single "transactions", some of the data is sent in the following transaction.
53 replies
NNormal
•Created by DC on 1/21/2025 in #🤝ask-a-question
catch and handle realtime errors?
Is there a way to catch and handle realtime connection errors? Right now it just write and error to the console log, No exceptions, event or error code returned.
e.g. call realitime connect with an empty room name.
6 replies
NNormal
•Created by DC on 1/16/2025 in #🤝ask-a-question
is there a way to count the connections to the room without using the Avatar Manager
I am not using the Avatar manager at all. I would like to count the number clients connected to the room.
11 replies
NNormal
•Created by DC on 1/11/2025 in #🤝ask-a-question
Using RealtimeArray for reliable, ordered messages
As previously suggested, I want to use a RealtimeArray as a ordered queue for sending reliable, ordered messages. Messages can sometimes quickly (less that 30ms), but it is important that every message is sent in order.
I need some guidance on how to use RealtimeArray to solve this problem. I have looked at the multiplayer paint brush example, but it is not helping my understanding.
Here are a couple of strategies I am pondering:
(1) use the realtime array as a queue. One player can put a message on the queue, another can take it off the queue. I am unsure if this is possible of as non-owner can alter an array, and I also cannot find a Remove type method for RealTime Array.
(2) One player sends a new array with messages each time a message is created. The other player processes the arrays as the come.
Any suggestions or sample code is greatly appreciated.
Thanks
8 replies
NNormal
•Created by DC on 1/9/2025 in #🤝ask-a-question
When property on RealtimeModel is updated quickly only last change is transmitted.
I am finding that when property on RealtimeModel is updated quickly (perhaps in the same frame), only last change is transmitted. Is there a way to force a send?
I am using UniTask inside an async method, and tried a UniTask.Yield
8 replies