Photon Fusion 2.0.0

Public Types | Public Attributes | Properties | List of all members
SimulationConfig Class Reference

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

Public Types

enum  DataConsistency
 
enum  InputTransferModes
 

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.
 
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
 Features to enabled to replication such as area of interest, etc.
 
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.
 

Properties

bool AreaOfInterestEnabled [get]
 Signal if AOI is enabled.
 
int InputTotalWordCount [get]
 
bool SchedulingEnabled [get]
 Signal if scheduling is enabled.
 
bool SchedulingWithoutAOI [get]
 Signal if scheduling is running without AOI.
 

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.