Is it possible that a network object can be moved (translated) only by a particular user Id and not other users in the room ?
Great question, Enthusiast! Here’s a step-by-step approach:
Pseudocode/Plan:
- Each networked object tracks an owner userId.
- On object instantiation or claim, set the owner’s userId.
- On a move (translate) request, check if the current userId === ownerId.
- If yes: allow the move and synchronize it across the network.
- If no: ignore or reject the transform input.
- Optional: Provide a method to “transfer ownership” by updating the ownerId, possibly secured by permission checks.
In Needle Engine:
- Use the networked components/behaviours to synchronize objects.
- Implement an ownership check in your component’s update/move handler.
- Use
networked.ownerId
(or similar property, depending on your networking solution) for the check.
Example Code:
import { Behaviour, serializable, GameObject } from "@needle-tools/engine";
export class OwnerLockedMove extends Behaviour {
@serializable()
ownerId: string = ""; // Assigned when claimed
canMove(): boolean {
// Replace with your networking API's current user ID
const currentUserId = window.networking?.getUserId?.();
return currentUserId === this.ownerId;
}
// Example move handler
moveObject(newPosition: THREE.Vector3) {
if (this.canMove()) {
this.gameObject.position.copy(newPosition);
// Sync across network if needed
}
}
}
- Assign the
ownerId
when the object is instantiated, claimed, or on join. - Only allow interactions if the
canMove
condition passes. - For networked objects, rely on replicated/authoritative logic to ensure the check is enforced on all clients and on the server (if relevant).
Resources:
Tip:
For best questions, specify:
- Networking backend in use (Needle Default, Colyseus, etc.)
- How/when ownership is set/claimed
- Expected ownership transfer scenarios
Let me know your networking setup or if you’d like a more detailed or backend-specific example!
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thread_fPX6kjMa4i3DDCypfr1aZiBw
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Is it possible to have fine-grained ownership control over network objects that have the DragControls component ?
Yes, Enthusiast, it is possible to have fine-grained ownership control over network objects using the DragControls component in Needle Engine.
Step-by-step plan:
- Extend or wrap DragControls with a custom ownership check (as in the previous example).
- Modify the drag event handlers so only the object’s owner can start or process a drag.
- When a user attempts to drag, compare their userId to the object’s ownerId.
- Deny or ignore drag events from non-owners.
- Ensure network state synchronization and optionally provide ownership transfer logic.
Example Code:
import { Behaviour, serializable } from "@needle-tools/engine";
import { DragControls } from "@needle-tools/engine/controls/DragControls";
export class OwnerOnlyDrag extends Behaviour {
@serializable()
ownerId: string = "";
start() {
const drag = this.gameObject.getComponent(DragControls);
if (drag) {
drag.enabled = this.canDrag();
}
}
canDrag(): boolean {
// Replace with your way to get user id
const currentUserId = window.networking?.getUserId?.();
return currentUserId === this.ownerId;
}
// Optionally, react to ownerId changes at runtime
setOwner(newOwner: string) {
this.ownerId = newOwner;
const drag = this.gameObject.getComponent(DragControls);
if (drag) {
drag.enabled = this.canDrag();
}
}
}
Usage:
- Add both DragControls and OwnerOnlyDrag to your GameObject.
- Set
ownerId
appropriately when ownership changes. - Only the owner will be able to initiate and interact with DragControls.
Tips:
- Specify if you use authoritative server logic or client authority (helps with code recommendations).
- For collaborative multi-user environments, consider visual cues indicating ownership.
Reference:
Let me know your networking backend or if you need more advanced logic!
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How does the ownerId
field get set when using the default Needle default networking backend ?
What value does ownerId get assigned ?
Does the DragControls component assign the value automatically ?