dontworry
NNormal
•Created by dontworry on 8/1/2024 in #🤝ask-a-question
How can I ensure only 1 player at a time can hold an item with xr interaction toolkit?
that is much easier 🙂
i couldn't understand how to determine "other players" in the update sync then i realized
isOwnedRemotelySelf
does the trick!
thanks @Mechabit 🙏12 replies
NNormal
•Created by dontworry on 8/1/2024 in #🤝ask-a-question
How can I ensure only 1 player at a time can hold an item with xr interaction toolkit?
thanks for the help. i've started attempts for options 2 & 3, but how do you suggest I interrupt "before grabbing"?
i was changing the Interaction Layer Masks on the XR Grab Interactable to "OneHolder" and the XR Origin Rig to "OneHolder" so the other player's Rig that is still set on "Default" wouldn't be able to grab, in theory...
but I can't figure out how to detect which player did the "Select" grab on the XR Grab Interactable, since the corresponding XR Direct Interactor components are on the XR Origin Rig (only 1 in the scene), not on the avatar prefabs that get called in as separate ids in the scene.
12 replies
NNormal
•Created by dontworry on 8/1/2024 in #🤝ask-a-question
How can I ensure only 1 player at a time can hold an item with xr interaction toolkit?
When a player grabs an item I'm calling RequestOwnership, and when another player grabs the same item that is already being held, it may be rejecting this new RequestOwnership call since it hasn't been released yet by the first player and ClearOwnership hasn't happened. But the problem is XR Grab Interactable still allows the 2nd player to grab the item and see themself locally moving it around, even if it's owned by the 1st player still. When the 2nd player releases the item it snaps back to the 1st player's hand since they are the owner and still holding it on their client.
12 replies
NNormal
•Created by dontworry on 7/1/2024 in #🤝ask-a-question
How can I distort the mic audio in RealtimeAvatarVoice to be higher or lower pitch?
Thanks for the help! Much appreciated
24 replies
NNormal
•Created by dontworry on 7/1/2024 in #🤝ask-a-question
How can I distort the mic audio in RealtimeAvatarVoice to be higher or lower pitch?
@liamc Ah great point on pitch affecting speed. I'm fiddling around but what effects/settings did you use in the AudioMixer to raise/lower the pitch while keeping the fixed speed? Thanks
24 replies
NNormal
•Created by dontworry on 7/1/2024 in #🤝ask-a-question
How can I distort the mic audio in RealtimeAvatarVoice to be higher or lower pitch?
@kapa.ai @Mechabit
I added the Audio Source to the avatar prefab /Head gameobject that has the RealtimeAvatarVoice component.
In runtime I have 2 avatars created in the scene and they both use the same avatar prefab.
The 1st one keeps the Pitch at 3 that I set in the inspector, but AudioClip has "None" in its field.
The 2nd one resets the Pitch to 1, and "Normcore Audio Stream" is in the AudioClip field.
So it seems like the 1st one is keeping my Audio Source settings but not getting used by RealtimeAvatarVoice, while the 2nd one is getting used by RealtimeAvatarVoice but ignoring the Audio Source settings?
24 replies
NNormal
•Created by dontworry on 7/1/2024 in #🤝ask-a-question
How can I distort the mic audio in RealtimeAvatarVoice to be higher or lower pitch?
@Normcore Assistant where can I find the AudioSource component that RealtimeAvatarVoice uses for playback? I don't see any AudioSource in the script
24 replies
NNormal
•Created by dontworry on 7/1/2024 in #🤝ask-a-question
How can I distort the mic audio in RealtimeAvatarVoice to be higher or lower pitch?
@Normcore Assistant the unity documentation link to audio effects goes to a blank page, it might be outdated
24 replies
NNormal
•Created by dontworry on 4/10/2024 in #🤝ask-a-question
Custom avatar's animated hands not syncing to the network
I wired up a custom model to network all 4 triggers for 2 players, then had those blend the animations so it's all synced now, thanks.
I was hoping since the animation is just a rotation of some nested objects i could slap a realtime transform on them and it would network them as part of the avatar, but maybe animator components don't work like that?
8 replies
NNormal
•Created by dontworry on 4/10/2024 in #🤝ask-a-question
Custom avatar's animated hands not syncing to the network
@Normcore Assistant For Animation Synchronization, if a game object nested in the avatar prefab has an animator component that rotates other nested objects with realtime transform components, do those object rotations not get networked automatically? Or do I need to create a custom model to synchronize the animator's state?
8 replies