Project configuration settings specific to how the Simulation class behaves. More...
Inherits IConfigurationSanityCheck.
Public Types | |
enum class | DataConsistency |
enum class | InputTransferModes |
enum class | 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. More... | |
int | InputDataWordCount |
Input Data Word Count More... | |
InputTransferModes | InputTransferMode |
The way which input is transferred More... | |
DataConsistency | ObjectDataConsistency |
How the server chooses to send NetworkObject updates to balance consistency and bandwidth consumption. More... | |
int | PlayerCount = 10 |
The default number of players allowed to join a game instance. Can also be changed in code when starting Fusion. More... | |
NetworkProjectConfig.ReplicationFeatures | ReplicationFeatures = NetworkProjectConfig.ReplicationFeatures.Scheduling |
Scheduling is the default. More... | |
SimulationTimeMode | SimulationUpdateTimeMode = SimulationTimeMode.UnscaledDeltaTime |
The time mode that the Runner uses to update the simulation. More... | |
TickRate.Selection | TickRateSelection = TickRate.Default |
The default tick rate to use. Can also be changed in code when starting Fusion. More... | |
Topologies | Topology |
The topology used More... | |
Properties | |
bool | AreaOfInterestEnabled [get] |
Signal if AOI is enabled More... | |
int | InputTotalWordCount [get] |
bool | SchedulingEnabled [get] |
Signal if scheduling is enabled More... | |
bool | SchedulingWithoutAOI [get] |
Signal if scheduling is running without AOI More... | |
Project configuration settings specific to how the Simulation class behaves.
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strong |
Enumerator | |
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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). |
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strong |
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strong |
The time mode that the NetworkRunnerUpdaterDefault uses to calculate the delta time for the simulation update.
Enumerator | |
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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. |
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
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.
NetworkProjectConfig.ReplicationFeatures ReplicationFeatures = NetworkProjectConfig.ReplicationFeatures.Scheduling |
Scheduling is the default.
SimulationTimeMode SimulationUpdateTimeMode = SimulationTimeMode.UnscaledDeltaTime |
The time mode that the Runner uses to update the simulation.
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TickRate.Selection TickRateSelection = TickRate.Default |
The default tick rate to use. Can also be changed in code when starting Fusion.
Topologies Topology |
The topology used
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get |
Signal if AOI is enabled
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get |
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get |
Signal if scheduling is enabled
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get |
Signal if scheduling is running without AOI