Table of Contents

Class NetickConfig

Namespace
Netick
Assembly
Netick.Unity.dll

Config class for Netick.

public class NetickConfig : ScriptableObject
Inheritance
Object
ScriptableObject
NetickConfig
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.name
Object.hideFlags

Constructors

NetickConfig()

public NetickConfig()

Fields

AllocatorBlockSize

[SerializeField]
public int AllocatorBlockSize

Field Value

int

AoI

[HideInInspector]
public bool AoI

Field Value

bool

Assemblies

[SerializeField]
public List<string> Assemblies

Field Value

List<string>

CellSize

[HideInInspector]
public int CellSize

Field Value

int

ClientDivisor

[Range(1, 5)]
[SerializeField]
public int ClientDivisor

Field Value

int

EnableLagCompensation

[Tooltip("Enable this if you want to use the Lag Compensation module.")]
[HideInInspector]
public bool EnableLagCompensation

Field Value

bool

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

bool

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

bool

LAN_DISCOVERY

public const ulong LAN_DISCOVERY = 17392885680301928799

Field Value

ulong

LAN_DISCOVERY_RESPONSE

public const ulong LAN_DISCOVERY_RESPONSE = 1251984615806071114

Field Value

ulong

LagCompensationDebug

[HideInInspector]
public bool LagCompensationDebug

Field Value

bool

MaxPredicatedTicks

[Tooltip("Max number of ticks the client is allowed to predict.")]
[Range(1, 128)]
public int MaxPredicatedTicks

Field Value

int

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

int

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

PhysicsType

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

bool

ReceiveBufferSize

[SerializeField]
public int ReceiveBufferSize

Field Value

int

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

NetworkRenderInvokeOrder

Replication

[Tooltip("Replication mode used in replicating game state to clients.")]
public ReplicationMode Replication

Field Value

ReplicationMode

SendBufferSize

[SerializeField]
public int SendBufferSize

Field Value

int

ServerDivisor

[Range(1, 5)]
[SerializeField]
public int ServerDivisor

Field Value

int

SimClientLoss

[Tooltip("Simulated client outward packet loss.")]
[HideInInspector]
public float SimClientLoss

Field Value

float

SimServerLoss

[Tooltip("Simulated server outward packet loss.")]
[HideInInspector]
public float SimServerLoss

Field Value

float

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

float

Timeout

[SerializeField]
public int Timeout

Field Value

int

UseSceneSwitchThread

[HideInInspector]
public bool UseSceneSwitchThread

Field Value

bool

WorldSize

[HideInInspector]
public int WorldSize

Field Value

int

Properties

GetMaxPlayers

public int GetMaxPlayers { get; }

Property Value

int

TickPeriod

[Tooltip("Time period between network simulation steps. Same as UnityEngine.Time.fixedDeltaTime")]
public float TickPeriod { get; }

Property Value

float

Methods

GetTransport()

public NetworkTransport GetTransport()

Returns

NetworkTransport