khoi
khoi
NNormal
Created by khoi on 2/8/2025 in #🤝ask-a-question
RealtimeComponent has been replaced with RealtimeComponent<TModel>
@kapa.ai 1. I am using Realtime Instantiate. RealtimeView component shows the ActiveStateSync on my prefab. 2. RealtimeView shows the ActiveStateSync component in its components list. My logic is in OnRealtimeModelReplaced I spawn the prefab after didConnectToRoom fires. I am spawning it with ownedByClient true I added createMetaModel true Still not working. Here is my code. using System.Collections; using System.Collections.Generic; using UnityEngine; [RealtimeModel(createMetaModel: true)] public partial class ActiveStateModel { [RealtimeProperty(1, true, true)] private bool _isActive; } using UnityEngine; using Normal.Realtime; public class ActiveStateSync : RealtimeComponent<ActiveStateModel> { protected override void OnRealtimeModelReplaced(ActiveStateModel previousModel, ActiveStateModel currentModel) { if (previousModel != null) { previousModel.isActiveDidChange -= ActiveStateChanged; } if (currentModel != null) { if (currentModel.isFreshModel) currentModel.isActive = false; UpdateActiveState(); currentModel.isActiveDidChange += ActiveStateChanged; } } private void ActiveStateChanged(ActiveStateModel model, bool value) { UpdateActiveState(); } private void UpdateActiveState() { gameObject.SetActive(model.isActive); } public void SetActive(bool active) { model.isActive = active; } } private System.Collections.IEnumerator RespawnComboBagCoroutine() { GameObject newBag = Realtime.Instantiate("ComboBag112 Variant", ownedByClient: true); newBag.GetComponent<ActiveStateSync>().SetActive(false); yield return new WaitForSeconds(3f); newBag.GetComponent<ActiveStateSync>().SetActive(true); } Could there be an issue with calling the SetActive from an IEnumerator?
20 replies
NNormal
Created by khoi on 2/8/2025 in #🤝ask-a-question
RealtimeComponent has been replaced with RealtimeComponent<TModel>
@kapa.ai can you read my file
20 replies
NNormal
Created by khoi on 2/8/2025 in #🤝ask-a-question
RealtimeComponent has been replaced with RealtimeComponent<TModel>
@kapa.ai Ok. I implemented everything and there seem to be no errors. However, my object is still not being deactivated / activated when I call .GetComponent<ActiveStateSync>().SetActive(true)
20 replies
NNormal
Created by cryptomax on 11/27/2024 in #🤝ask-a-question
'RealtimeComponent has been replaced with RealtimeComponent<TModel>. Please upgrade
In the Package Manager window, make sure you're looking at "Packages" and not "My Assets". I dont think there is this tab in Unity 6.... @kapa.ai
17 replies
NNormal
Created by cryptomax on 11/27/2024 in #🤝ask-a-question
'RealtimeComponent has been replaced with RealtimeComponent<TModel>. Please upgrade
@kapa.ai how do i upgrade? when i click on the script, it links me to the Packages>Normcore>Normal.Realtime>2019>UnityEditor dll
17 replies