Project configuration settings specific to how the Simulation class behaves.
More...
|
|
bool | HostMigration |
| | If, in host mode, we should allow host migration if the current host leaves.
|
|
int | InputDataWordCount |
| | Input Data Word Count.
|
|
InputTransferModes | InputTransferMode |
| | The way which input is transferred.
|
|
InterestManagementConfig | InterestManagementConfig = new InterestManagementConfig() |
| | Settings for initializing interest management.
|
|
DataConsistency | ObjectDataConsistency |
| | How the server chooses to send NetworkObject updates to balance consistency and bandwidth consumption.
|
|
int | PlayerCount = 10 |
| | The default number of players allowed to join a game instance. Can also be changed in code when starting Fusion. The 1-255 range is purely a limit in the inspector the player count can be set to any positive int value via code by changing the value of the NetworkProjectConfig.Simulation or by passing a player count override via StartGameArgs.PlayerCount.
|
|
NetworkProjectConfig.ReplicationFeatures | ReplicationFeatures = NetworkProjectConfig.ReplicationFeatures.None |
| | Scheduling is the default.
|
| SimulationTimeMode | SimulationUpdateTimeMode = SimulationTimeMode.UnscaledDeltaTime |
| | The time mode that the Runner uses to update the simulation.
|
|
TickRate.Selection | TickRateSelection = TickRate.Zero |
| | The tick rate to use.
|
|
Topologies | Topology |
| | The topology used.
|
|
|
bool | AreaOfInterestEnabled [get] |
| | Signal if AOI is enabled.
|
Project configuration settings specific to how the Simulation class behaves.
◆ DataConsistency
| Enumerator |
|---|
| Full | When a NetworkBehaviour's data changes, the server will send all properties whose changes have not been acknowledged.
This option consumes more bandwidth, but guarantees that each NetworkBehaviour has consistent state.
|
| Eventual | When a NetworkBehaviour's data changes, the server will only send the newly changed properties.
This option consumes less bandwidth, but a NetworkBehaviour may have inconsistent state at times (some properties up-to-date but not others).
|
◆ InputTransferModes
| Enumerator |
|---|
| Redundancy | Send delta compressed and redundant input, used for most games.
|
| RedundancyUncompressed | Send redundant input, use for games with small input structs (like fps games) and high player count.
|
| LatestState | Only send latest input state, useful for VR, etc.
|
◆ SimulationTimeMode
The time mode that the NetworkRunnerUpdaterDefault uses to calculate the delta time for the simulation update.
| Enumerator |
|---|
| UnscaledDeltaTime | Use Time.UnscaledDeltaTime. Time is not affected by timescale and keeps running when the editor is paused.
|
| DeltaTime | Use Time.DeltaTime. Only for GameMode.Single. Can be used to allow for timescale changes in gameplay or to pause the game and continue without interruption when stopping at a debug breakpoint.
|
◆ SimulationUpdateTimeMode
The time mode that the Runner uses to update the simulation.