Class NetickConfig
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
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
ClientSimulatedLossOut
[Tooltip("Simulated client outward packet loss. Default: 0")]
[HideInInspector]
public float ClientSimulatedLossOut
Field Value
CustomGroupCount
[HideInInspector]
[Tooltip("Count of custom interest groups.")]
public int CustomGroupCount
Field Value
EnableInterestManagement
[HideInInspector]
public bool EnableInterestManagement
Field Value
EnableLagCompensation
[Tooltip("Enable this if you want to use the Lag Compensation module. Default: false")]
[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. Default: false")]
public bool EnableLogging
Field Value
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
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
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
LagCompensationDebug
[HideInInspector]
public bool LagCompensationDebug
Field Value
MaxAdditiveScenes
[Tooltip("Max number of additive scenes you can have loaded at once. Default: 4")]
[SerializeField]
public int MaxAdditiveScenes
Field Value
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
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
MaxPredictedTicks
[Tooltip("Max number of ticks the client is allowed to predict. Default: 64")]
[Range(16, 512)]
public int MaxPredictedTicks
Field Value
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
MetaAllocatorBlockSize
[Tooltip("Default: 1048576 bytes")]
[SerializeField]
[FormerlySerializedAs("AllocatorMetaBlockSize")]
public int MetaAllocatorBlockSize
Field Value
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
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
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
RenderWorldGrid
[HideInInspector]
public bool RenderWorldGrid
Field Value
SendBufferSize
[SerializeField]
public int SendBufferSize
Field Value
ServerDivisor
[Range(1, 5)]
[SerializeField]
public int ServerDivisor
Field Value
ServerSimulatedLossOut
[Tooltip("Simulated server outward packet loss. Default: 0")]
[HideInInspector]
public float ServerSimulatedLossOut
Field Value
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
StateAllocatorBlockSize
[Tooltip("Default: 131072 bytes")]
[SerializeField]
[FormerlySerializedAs("AllocatorStateBlockSize")]
public int StateAllocatorBlockSize
Field Value
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
Timeout
[SerializeField]
public int Timeout
Field Value
UseSceneSwitchThread
[HideInInspector]
public bool UseSceneSwitchThread
Field Value
WorldSize
[HideInInspector]
public Vector3 WorldSize
Field Value
- Vector3
Properties
GetMaxPlayers
public int GetMaxPlayers { get; }