Class NetickConfig
- Namespace
- Netick
- Assembly
- Netick.Unity.dll
Config class for Netick.
public class NetickConfig : ScriptableObject
- Inheritance
-
ObjectScriptableObjectNetickConfig
- Inherited Members
-
ScriptableObject.SetDirty()ScriptableObject.CreateInstance<T>()Object.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.ToString()Object.nameObject.hideFlags
Constructors
NetickConfig()
public NetickConfig()
Fields
AllocatorBlockSize
[SerializeField]
public int AllocatorBlockSize
Field Value
AoI
[HideInInspector]
public bool AoI
Field Value
Assemblies
[SerializeField]
public List<string> Assemblies
Field Value
CellSize
[HideInInspector]
public int CellSize
Field Value
ClientDivisor
[Range(1, 5)]
[SerializeField]
public int ClientDivisor
Field Value
EnableLagCompensation
[Tooltip("Enable this if you want to use the Lag Compensation module.")]
[HideInInspector]
public bool EnableLagCompensation
Field Value
EnableLogging
[Tooltip("Disable this before doing a production build because you don't want Netick to log to the console.")]
public bool EnableLogging
Field Value
InvokeRenderInHeadless
[Tooltip("Disable this if you want Netick to not invoke Network Render (and thus not calculate interpolation) callbacks in headless builds.")]
public bool InvokeRenderInHeadless
Field Value
LAN_DISCOVERY
public const ulong LAN_DISCOVERY = 17392885680301928799
Field Value
LAN_DISCOVERY_RESPONSE
public const ulong LAN_DISCOVERY_RESPONSE = 1251984615806071114
Field Value
LagCompensationDebug
[HideInInspector]
public bool LagCompensationDebug
Field Value
MaxPredicatedTicks
[Tooltip("Max number of ticks the client is allowed to predict.")]
[Range(1, 128)]
public int MaxPredicatedTicks
Field Value
MaxSendableDataSize
[Tooltip("Max data size [bytes] that can be sent to a peer in a single tick. Default: 13000")]
[SerializeField]
public int MaxSendableDataSize
Field Value
PhysicsType
[Tooltip("Type of the physics scene. If you choose None, Netick will not step the simulation. If you want to use Box2D physics (Rigidbody 2D) select Physics 2D. Or if you want to use NVIDIA PhysX (Rigidbody), select 3D Physics.")]
public PhysicsType PhysicsType
Field Value
PredictedClientPhysics
[Tooltip("Enable this if you want to be able to have client-side prediction over Rigidbody objects. \n\nIt's recommended to keep this disabled if you don't have any predictable rigidbody objects in your game, because it comes at a performance hit due to calling the physics system Simulate method several times per tick.")]
[SerializeField]
public bool PredictedClientPhysics
Field Value
ReceiveBufferSize
[SerializeField]
public int ReceiveBufferSize
Field Value
RenderInvokeOrder
[Tooltip("Choose the place where Network Render will be invoked. Update means it will be invoked after all Netick NetworkUpdate callbacks, but before any of Unity LateUpdate callbacks. LateUpdate means it will be invoked after all Unity Update callbacks and all Netick NetworkUpdate callbacks. ")]
public NetworkRenderInvokeOrder RenderInvokeOrder
Field Value
Replication
[Tooltip("Replication mode used in replicating game state to clients.")]
public ReplicationMode Replication
Field Value
SendBufferSize
[SerializeField]
public int SendBufferSize
Field Value
ServerDivisor
[Range(1, 5)]
[SerializeField]
public int ServerDivisor
Field Value
SimClientLoss
[Tooltip("Simulated client outward packet loss.")]
[HideInInspector]
public float SimClientLoss
Field Value
SimServerLoss
[Tooltip("Simulated server outward packet loss.")]
[HideInInspector]
public float SimServerLoss
Field Value
TickRate
[HideInInspector]
[Range(1, 240)]
[Tooltip("Network simulation rate [ticks per second]. Overrides <b>Time.fixedDeltaTime</b> when starting Netick. Must not be changed at runtime. Default: 33")]
public float TickRate
Field Value
Timeout
[SerializeField]
public int Timeout
Field Value
UseSceneSwitchThread
[HideInInspector]
public bool UseSceneSwitchThread
Field Value
WorldSize
[HideInInspector]
public int WorldSize
Field Value
Properties
GetMaxPlayers
public int GetMaxPlayers { get; }
Property Value
TickPeriod
[Tooltip("Time period between network simulation steps. Same as UnityEngine.Time.fixedDeltaTime")]
public float TickPeriod { get; }
Property Value
Methods
GetTransport()
public NetworkTransport GetTransport()