Harper
Harper
NNormal
Created by Harper on 1/8/2025 in #🤝ask-a-question
What's going on with offline mode?
I'm adding an offline mode to my application. It sounded simple enough to implement with Normcore's offline mode. So, I set the room connection options to offline, but now I'm running into some weird issues.
Exception: This view doesn't have a model yet. Wait until the model is present before interacting with the ownership.
Normal.Realtime.RealtimeView.get_isUnownedSelf () (at <83f033e5a6a04834bc436ae66ff481be>:0)
Normal.Realtime.RealtimeComponentEditor.GetComponentOwnerString (Normal.Realtime.IRealtimeComponent component) (at <55422fd9908c4c16a024190b9f5c4321>:0)
Normal.Realtime.RealtimeComponentEditor.DrawOwnershipSettings (Normal.Realtime.IRealtimeComponent component) (at <55422fd9908c4c16a024190b9f5c4321>:0)
Normal.Realtime.RealtimeViewEditor.OnInspectorGUI () (at <55422fd9908c4c16a024190b9f5c4321>:0)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass72_0.<CreateInspectorElementUsingIMGUI>b__0 () (at <e79fb6b8b9ab474b8f0398fed96fa2af>:0)
UnityEditor.InspectorWindow:RedrawFromNative()
Exception: This view doesn't have a model yet. Wait until the model is present before interacting with the ownership.
Normal.Realtime.RealtimeView.get_isUnownedSelf () (at <83f033e5a6a04834bc436ae66ff481be>:0)
Normal.Realtime.RealtimeComponentEditor.GetComponentOwnerString (Normal.Realtime.IRealtimeComponent component) (at <55422fd9908c4c16a024190b9f5c4321>:0)
Normal.Realtime.RealtimeComponentEditor.DrawOwnershipSettings (Normal.Realtime.IRealtimeComponent component) (at <55422fd9908c4c16a024190b9f5c4321>:0)
Normal.Realtime.RealtimeViewEditor.OnInspectorGUI () (at <55422fd9908c4c16a024190b9f5c4321>:0)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass72_0.<CreateInspectorElementUsingIMGUI>b__0 () (at <e79fb6b8b9ab474b8f0398fed96fa2af>:0)
UnityEditor.InspectorWindow:RedrawFromNative()
This error shows up from 0 to 4 times when I run my scene. When it doesn't show, elements of my project still fail. What's going on?
45 replies
NNormal
Created by Harper on 1/7/2025 in #🤝ask-a-question
Must all RealtimeViews be instantiated at runtime?
Is it not possible to have a RealtimeView in the scene? Do all RealtimeViews need to be instantiated at runtime? I'm getting this error for RealtimeViews that are already in the scene before runtime:
RealtimeView model is null. Was this view instantiated with GameObject.Instantiate instead of Realtime.Instantiate? Make sure you're passing a prefab name and not a prefab reference to avoid accidentally calling GameObject.Instantiate().
UnityEngine.Debug:LogError (object,UnityEngine.Object)
RealtimeView model is null. Was this view instantiated with GameObject.Instantiate instead of Realtime.Instantiate? Make sure you're passing a prefab name and not a prefab reference to avoid accidentally calling GameObject.Instantiate().
UnityEngine.Debug:LogError (object,UnityEngine.Object)
75 replies
NNormal
Created by Harper on 10/3/2024 in #🤝ask-a-question
When the server owns a RealtimeTransform, is the rigidbody simulated?
When ownership is dropped my objects seem to lose their gravity.
16 replies
NNormal
Created by Harper on 8/1/2024 in #🤝ask-a-question
Are Realtime Views instantiated on a separate thread?
I'm experiencing some peculiar behavior. I have some networked game objects using a custom model. When they are instantiated, they add themselves to a static "instances" list on awake. In another game object, I am enumerating through that list in update. The issue is that when I instantiate them over the network, the enumeration fails. Collection was modified; enumeration may not execute. So, I may have a misunderstanding of what's happening, but my assumption is that Realtime.Instantiate happens on its own thread. How should I navigate this issue?
11 replies
NNormal
Created by Harper on 7/31/2024 in #🤝ask-a-question
Is there a way to sync the instantiation transform without a RealtimeTransform?
In my scene, static props are loaded in at runtime. I need them to be instantiated with the same position and rotation across all clients, but I do not need to sync position and rotation after instantiation. Realtime.Instantiate requires that I have a RealtimeTransform to sync the position and rotation even if just at instantiation. Is there no other way to do this?
15 replies
NNormal
Created by Harper on 7/10/2024 in #🤝ask-a-question
How can I get the remote ID that an avatar represents?
In the AvatarCreated function avatar.ownerIDSelf returns -1 and avatar.realtime.clientID returns the ID of the local realtime not the remote. I need the ID of the remote client that the avatar is representing.
11 replies
NNormal
Created by Harper on 5/31/2024 in #💭feature-request
Support for all primitives
Why can't we sync something like a long over the network?
1 replies
NNormal
Created by Harper on 5/30/2024 in #🤝ask-a-question
How should I handle many networked objects?
I'm concerned about performance. Essentially, I have many incredibly simple objects that need to be synced. I'm not sure if the right way to do this would be: 1. Create a RealtimeComponent and put one on each game object. 2. Create a RealtimeComponent for a manager that tracks all the objects information through a RealtimeSet or similar collection. The objects' information would each be represented by a RealtimeModel of course.
26 replies
NNormal
Created by Harper on 5/24/2024 in #🤝ask-a-question
Is anyone else having problems with intellisense and syntax highlighting?
I currently suspect it has something to do with Normcore's auto-compile feature for custom models. Like, somehow it is interfering with visual studio's text parsing. My issues could also be unrelated to Normcore, but I wanted to see if anyone else was having similar problems before troubleshooting. The only other major package I have installed is XR Toolit.
23 replies
NNormal
Created by Harper on 5/23/2024 in #💭feature-request
Undeprecate IsOwnedX
Just a nitpick, but ownership flags ending in "Self" (i.e. "isOwnedRemotelySelf") was really confusing when I was getting started. I understand the purpose is to differentiate from hierarchal ownership, but hierarchal ownership flags already end with "InHierarchy" (i.e. "isOwnedLocallyInHierarchy") so the distinction already exists. It simply confuses newcomers searching for the proper flag.
5 replies
NNormal
Created by Harper on 5/3/2024 in #💭feature-request
Disable Local XR Avatar
It would be nice if there was a tick box to not create a local avatar. If you try to disable the local avatar (destroying or setting inactive) other avatars do not work for some reason. My current solution is looping through the renderers in the local avatar and disabling those. This is a useful feature in the case you want: - Your local player to be independent from the avatar system. I wanted models on my local player prefab so that they are visible in single player without the avatar manager. - Also, it's useful to only have one player 1 running around the scene in multiplayer, instead of one bodyless player 1 and one avatar for player 1. - Finally, I might want different models on avatars than I have on the local player. For instance, if I animate the controller's sticks and buttons on the player, but only want a static model for their avatar. Cheers!
13 replies
NNormal
Created by Harper on 4/18/2024 in #🤝ask-a-question
Normcore causing editor errors when I launch Unity
Here's an example of one of the errors:
"Asset Packages/com.normalvr.normcore/Plugins/Mac/RealtimeClient.bundle/Contents has no meta file, but it's in an immutable folder. The asset will be ignored.
All other errors look similar.
15 replies