Table of Contents

Class NetickConfig

Namespace
Netick.Unity
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

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

ClientSimulatedLossOut

[Tooltip("Simulated client outward packet loss. Default: 0")]
[HideInInspector]
public float ClientSimulatedLossOut

Field Value

float

CustomGroupCount

[HideInInspector]
[Tooltip("Count of custom interest groups.")]
public int CustomGroupCount

Field Value

int

EnableInterestManagement

[HideInInspector]
public bool EnableInterestManagement

Field Value

bool

EnableLagCompensation

[Tooltip("Enable this if you want to use the Lag Compensation module. Default: false")]
[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. Default: false")]
public bool EnableLogging

Field Value

bool

InputReuseAtLowFPS

[Tooltip("When the framerate is lower than the tickrate, there will be more ticks than frames. Therefore, two or more ticks must use the same input of one frame. Enabling this option will make this happen automatically. Default: false")]
[SerializeField]
public bool InputReuseAtLowFPS

Field Value

bool

InvokeRenderInHeadless

[Tooltip("Don't enable this if you want Netick to not invoke Network Render (and thus not calculate interpolation) callbacks in headless builds. Default: false")]
public bool InvokeRenderInHeadless

Field Value

bool

InvokeUpdate

[Tooltip("Don't enable this if you want Netick to not invoke Network Update. This can help with performance if you intend to have thousands of network objects. Default: true")]
public bool InvokeUpdate

Field Value

bool

LagCompensationDebug

[HideInInspector]
public bool LagCompensationDebug

Field Value

bool

MaxAdditiveScenes

[Tooltip("Max number of additive scenes you can have loaded at once. Default: 4")]
[SerializeField]
public int MaxAdditiveScenes

Field Value

int

MaxObjects

[Tooltip("Max number of network objects that can exist at one time in the game. This must not be exceeded at runtime, or Netick will shutdown.")]
[SerializeField]
public int MaxObjects

Field Value

int

MaxPlayers

[Tooltip("Max number of players that can connect at one time to the server. Lower is always more performant, even if not that many clients are connected, so don't use an arbitrarily large number.")]
[SerializeField]
[Range(1, 16384)]
public int MaxPlayers

Field Value

int

MaxPredictedTicks

[Tooltip("Max number of ticks the client is allowed to predict. Default: 64")]
[Range(16, 512)]
public int MaxPredictedTicks

Field Value

int

MaxSendableDataSize

[Tooltip("Max data size [bytes] that can be sent to a peer in a single tick. Default: 50000 bytes")]
[SerializeField]
public int MaxSendableDataSize

Field Value

int

MetaAllocatorBlockSize

[Tooltip("Default: 1048576 bytes")]
[SerializeField]
[FormerlySerializedAs("AllocatorMetaBlockSize")]
public int MetaAllocatorBlockSize

Field Value

int

PhysicsPrediction

[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. Default: false")]
[SerializeField]
[FormerlySerializedAs("PredictedClientPhysics")]
public bool PhysicsPrediction

Field Value

bool

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

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

RenderWorldGrid

[HideInInspector]
public bool RenderWorldGrid

Field Value

bool

SendBufferSize

[SerializeField]
public int SendBufferSize

Field Value

int

ServerDivisor

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

Field Value

int

ServerSimulatedLossOut

[Tooltip("Simulated server outward packet loss. Default: 0")]
[HideInInspector]
public float ServerSimulatedLossOut

Field Value

float

SimulationCulling

[Tooltip("Enable this if you want objects that no client is interested in to be culled from being simulated, meaning their Netick callbacks won't be invoked.")]
public bool SimulationCulling

Field Value

bool

StateAllocatorBlockSize

[Tooltip("Default: 131072 bytes")]
[SerializeField]
[FormerlySerializedAs("AllocatorStateBlockSize")]
public int StateAllocatorBlockSize

Field Value

int

TickRate

[HideInInspector]
[Range(2, 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 Vector3 WorldSize

Field Value

Vector3

Properties

GetMaxPlayers

public int GetMaxPlayers { get; }

Property Value

int