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Description
Currently, NetSyncAvatar provides high-frequency pose synchronization (1-120Hz) for player avatars. However, there are use cases where non-avatar objects also need the same
synchronization frequency, such as:
- Physics objects (e.g., throwable items, interactive props)
- Shared interactive objects (e.g., tools, equipment that multiple users can manipulate)
- Dynamic scene elements (e.g., moving platforms, doors)
Proposed Solution
Add a new component (e.g., NetSyncObject or NetSyncTransform) that provides:
- High-frequency transform synchronization matching NetSyncAvatar's update rate
- Configurable ownership model (e.g., server-authoritative, last-touch ownership, or explicit ownership transfer)
- Optional interpolation/extrapolation for smooth movement on remote clients
- Lightweight implementation without avatar-specific features (body parts, IK, etc.)
Use Cases
- Throwable objects in VR: Users can pick up and throw objects that need smooth synchronization across all clients
- Collaborative manipulation: Multiple users interacting with the same object (e.g., moving furniture together)
- Physics-driven gameplay: Balls, projectiles, or other physics-enabled objects
Additional Context
This would complement the existing NetworkVariableManager which is better suited for low-frequency state synchronization rather than continuous transform updates.
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