gubebra
gubebra
NNormal
Created by gubebra on 7/8/2024 in #🤝ask-a-question
Call DidChange event when value is the same
I basically want to trigger the ValueDidChange every time I assign model.value to something, even if that value is the same as before. For some context, I'm sending a string to all clients when a player scores and if he scores again the string is going to be the same, but I need the StringDidChange event to trigger on all clients to display who scored.
33 replies
NNormal
Created by gubebra on 7/3/2024 in #🤝ask-a-question
Bandwidth usage analysis
I wanted to analyze my application's bandwidth usage more thoroughly to see if I'm sending unnecessary data or how I can optimize my application's data usage as a whole. I've put the Nomcore modules into the Unity profiler, but I only have the general amount of data sent without any further details. It would also be useful to know the best practices for optimizing internet bandwidth, I didn't find this in Nomcore's documentation.
8 replies
NNormal
Created by gubebra on 6/26/2024 in #🤝ask-a-question
How can I disconnect another player from the game
I need to disconnect a player with another player. Can I do that?
10 replies
NNormal
Created by gubebra on 6/24/2024 in #🤝ask-a-question
Sync a value when OnApplicationPause is triggered
I want to change the health value from a player model as soon as he paused the game in an Oculus Quest. I already have the info that once you lock/turn off the headset, the OnApplicationPause event is triggered in Unity and I've already did some checks to make sure it's actually being called. Right now, I wrote a very simple code:
// called by Unity
private void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus)
playerModel.health = 0;
}
// called by Unity
private void OnApplicationPause(bool pauseStatus)
{
if (pauseStatus)
playerModel.health = 0;
}
The issue is that this value never gets synced across all clients and I think that is happening because Unity must halt some processes when this event runs like coroutines, and the value is not synced until I unlock the device (as soon as I unlock the headset the value is synced). Does Nomcore have anything that can help me with this, like a ".SendOutgoingCommands()" or something? I know some APIs have this, so I was wondering if we have this here.
18 replies
NNormal
Created by gubebra on 6/17/2024 in #🤝ask-a-question
Experiencing issues with idle players
I needed to change the time a player is disconnected for being inactive. Is this possible?
9 replies
NNormal
Created by gubebra on 6/10/2024 in #🤝ask-a-question
Should I update a value in RealtimeDictionary<TValue> every frame?
I need to update a value every frame and I already have the implementation of a RealtimeDictionary. Should/Can I update the vavlues every frame?
7 replies
NNormal
Created by gubebra on 6/3/2024 in #🤝ask-a-question
Moving a kinematic body with .MovePosition() sometimes doesn't update the position for all players
I've been experiencing strange results with moving rigidbodies with my own velocity calculation using MovePosition. For the owner of the object everything works fine but sometimes other players can't see the object moving.
20 replies
NNormal
Created by gubebra on 5/20/2024 in #🤝ask-a-question
Setting rigidbody position with ".MovePosition()" a single time results in a desync between clients.
rb.MovePosition(position);
rb.MovePosition(position);
This successfully moves the rb to the desired position to the owner of the object but not the other clients.
13 replies