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string[] | AssembliesToWeave |
| Names of assemblies Fusion is going to weave. Not case sensitive.
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bool | CheckNetworkedPropertiesBeingEmpty = false |
| If set, the weaver will check if NetworkedAttribute properties getters and setters are empty.
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bool | CheckRpcAttributeUsage = false |
| If set, the weaver will check if RpcAttribute is used in types that do not support it. This requires all types to be scanned and can increase weaving duration.
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EncryptionConfig | EncryptionConfig = new EncryptionConfig() |
| Reference to EncryptionConfig settings for this NetworkProjectConfig
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bool | EnqueueIncompleteSynchronousSpawns |
| This flag changes the behaviour of NetworkRunner.Spawn<T> to return null (instead of throwing an exception) and NetworkRunner.TrySpawn<T>) to return NetworkSpawnStatus.Queued if Fusion was unable to load a prefab synchronously (e.g. because it was Addressable). Fusion will enqueue the spawn and attempt to perform it the next frame, until successful. Useful for transition from Fusion 1.x.
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HeapConfiguration | Heap = new HeapConfiguration() |
| Heap Settings.
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bool | HideNetworkObjectInactivityGuard = false |
| Inactive NetworkObject need special handling in case they get destroyed without ever being activated. This is achieved with adding a nested GameObject called "NetworkObjectInactivityGuard" that tracks the OnDestroy message. HideNetworkObjectInactivityGuard can be used to control whether these guards are visible in the hierarchy or not.
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HostMigrationConfig | HostMigration = new HostMigrationConfig() |
| Reference to HostMigration settings for this NetworkProjectConfig
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bool | InvokeRenderInBatchMode = true |
| Signal if the SimulationBehaviour.Render callbacks should be invoked in Batch Mode.
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LagCompensationSettings | LagCompensation = new LagCompensationSettings() |
| Advanced lag compensation buffer settings.
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NetworkConfiguration | Network = new NetworkConfiguration() |
| Reference to NetworkConfiguration settings for this NetworkProjectConfig.
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NetworkSimulationConfiguration | NetworkConditions = new NetworkSimulationConfiguration() |
| Settings for simulating network conditions of latency and loss.
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bool | NetworkIdIsObjectName |
| Signal if the NetworkId of the NetworkObject should be included on the name of the GameObject.
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bool | NullChecksForNetworkedProperties = true |
| If set, the weaver will add a check to all [Networked] properties on each NetworkBehaviour to verify if owing NetworkObject has been attached to.
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PeerModes | PeerMode |
| Setting for whether multiple peers can run per Unity instance (typically to allow easy testing of multiple peers inside of the editor).
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NetworkPrefabTable | PrefabTable = new NetworkPrefabTable() |
| Reference to the NetworkPrefabTable instance for this NetworkProjectConfig.
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SimulationConfig | Simulation = new SimulationConfig() |
| Reference to SimulationConfig settings for this NetworkProjectConfig.
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TimeSyncConfiguration | TimeSynchronizationOverride |
| this can be used to override the time synchronization from code
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string | TypeId = CurrentTypeId |
| Current NetworkProjectConfig Type ID.
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bool | UseSerializableDictionary = true |
| Use Fusion.SerializableDictionary to store [Networked] dictionary properties initial value. If unchecked, the weaver will emit System.Generic.Dictionary instead - a type that's not Unity-serializable, but custom serializers (e.g. Odin) may support it.
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int | Version = CurrentVersion |
| Current NetworkProjectConfig version.
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The core Fusion config file that is shared with all peers at startup.
Eventual Consistency NetworkObject state replication options.
Scheduling enables automatic prioritization of objects when culling occurs (when Object's are not replicated due to exceeding per tick data limits, they increase in priority on the following Tick).
Interest Management enables NetworkObject Area Of Interest and Explicit Interest features.
Enumerator |
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None | No special replication handling. This setting is ideal if your project never exceeds per tick data limits during gameplay.
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Scheduling | When changed Network Objects are not replicated by the server to a client due to culling (data per tick limit was reached) the server increases the priority of that Network Object for the next outgoing Tick update to that client.
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SchedulingAndInterestManagement | In addition to scheduling, Interest Management features are also enabled (Area Of Interest and Explicit Interest).
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