Photon Fusion 2.1.1

SimulationConfig Class Reference

Project configuration settings specific to how the Simulation class behaves. More...

Public Types

enum  DataConsistency
enum  InputTransferModes
enum  SimulationTimeMode
 The time mode that the NetworkRunnerUpdaterDefault uses to calculate the delta time for the simulation update. More...

Public Member Functions

void SanityCheck ()

Public Attributes

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.

Properties

bool AreaOfInterestEnabled [get]
 Signal if AOI is enabled.

Detailed Description

Project configuration settings specific to how the Simulation class behaves.

Member Enumeration Documentation

◆ 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.

Member Data Documentation

◆ SimulationUpdateTimeMode

The time mode that the Runner uses to update the simulation.