JimJamesJimJim
JimJamesJimJim
NNormal
Created by JimJamesJimJim on 1/24/2025 in #🤝ask-a-question
Ensuring Rigidbodys are asleep when not needed
I have a game with 500-1000 Rigidbodys but only a small proportion of those rigidbodys are used. Client 1 starts the game and all rigidbodys with RealtimeViews and RealtimeTransfoms are sleeping. All rigidbodies have a simple rigidbody.Sleep() method in the start event function. Client 2 starts the game but for some reason that I do not understand, subsequent clients start with all rigidbodys being awake. Having checked in the inspector as client 2, I can see that the current owner of these awake rigidbodys is None. How do I ensure if a rigidbody is not being interacted with, it is asleep for all clients?
8 replies
NNormal
Created by JimJamesJimJim on 1/20/2025 in #🤝ask-a-question
ownerIDSelfDidChange question
`Action<RealtimeView, int> ownerIDSelfDidChange
`Action<RealtimeView, int> ownerIDSelfDidChange
Does this fire when no one owns the realtime view. If so what is the int the ID will be returned as
5 replies
NNormal
Created by JimJamesJimJim on 1/15/2025 in #🤝ask-a-question
Best practices for requesting ownership of RealtimeView and needing to execute logic based on that
In the below pseudo code I believe there would be a bug due to the asynchronous nature of ownership requests ? I'd like to wait for the answer within a reasonable time frame var rv = other.gameObject.GetComponent<RealtimeView>(); // Request network ownership rv.RequestOwnershipOfSelfAndChildren();
// ownership will not be instant because of latency if (rv.isOwnedLocallySelf ) { // Do Stuff }
10 replies
NNormal
Created by JimJamesJimJim on 1/9/2025 in #🤝ask-a-question
Rigidbody drifts when user alt-tabs
Hello When a Rigidbody is owned by a user who suddenly goes “inactive” (e.g. alt-tabs, loses focus, or exits), the other clients continue to see the object’s last known velocity and angular velocity. Those velocities remain “locked in” because there are no new updates coming from the owner to slow it down. What is the most common design pattern to avoid this?
19 replies
NNormal
Created by JimJamesJimJim on 1/1/2025 in #🤝ask-a-question
Dynamic Colliders for a Growing Rigidbody, is it possible to do this with normcore?
Hello, I'm having a go at making a sort of Katamari Damacy game where a ball gets bigger as it collects stuff. I'd like to pick up cube colliders and add them under my Rigidbody affecting the way it rolls. I have read that there are issues with changing transform parents, but would there be issues with enabling or disabling a pool of cubes (either by changing layers) and then moving them at runtime?
5 replies