Project configuration settings specific to how the Simulation class behaves. More...
|Enumerates the types of state replication available. More...
|ClientPacketInterval = 1
|This value times TickRate determines the network send rate for clients. A value of 1 instructs clients to send input/state updates to the server every simulation tick. Values greater than 1 will send an update every N ticks. Higher values reduce data usage, in exchange for increased latency and reduced state sync accuracy.
|DefaultPlayers = 10
|The default number of players allowed to join a game instance. Can also be changed in code when starting Fusion.
|If, in host mode, we should allow host migration if the current host leaves.
|MaxPrediction = 60
|The max amount of predicted ticks on a client in server or host mode, if this is overstepped on client a hard reset will be done on client to bring it down to correct prediction .
|Selects if Object Interest should be used when running in StateReplicationModes.EventualConsistency mode. When enabled, clients will only receive updates for objects which they have interest in. How interest is determined for each NetworkObject is based on its NetworkObject.ObjectInterest mode setting.
|Determines which StateReplicationModes mode will be used.
|ServerPacketInterval = 1
|This value times TickRate determines the network send rate for the server. A value of 1 instructs the server to send state updates to clients every simulation tick. Values greater than 1 will send a input/state updates every N ticks. Higher values reduce data usage, in exchange for increased latency and reduced state sync accuracy.
|TickRate = 60
|The update rate of the simulation in Hz (ticks per second).
|The topology used.
|Returns (ClientPacketInterval * DeltaTime). This is the effective time interval (in seconds) between client input/state updates from the client.
|Returns the inverse of TickRate. The time (in seconds) between simulation ticks.
|Returns (DeltaTime * ServerTickMultiplier).
|Returns (ServerPacketInterval * ServerDeltaTime). This is the effective time interval (in seconds) between server tick updates to clients.
Project configuration settings specific to how the Simulation class behaves.
Enumerates the types of state replication available.
Server Authoritative, Delta Snapshots send the complete world state from every network tick. This produces the highest accuracy simulation replication, but may not be suitable for higher object and player counts.
Server Authoritative, Eventual Consistency allows for partial/culled state transmission, which may be necessary for implementing Area of Interest, high networked object counts, or high player counts.