Version: 2017.4
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public var AllCostTimeout: uint;
public uint AllCostTimeout;


Defines the timeout in milliseconds after which messages sent via the AllCost channel will be re-sent without waiting for acknowledgement. Default value = 20 ms.

AllCost delivery quality of service (QOS) is a special QOS for delivering game-critical information, such as when the game starts, or when bullets are shot.

Due to packets dropping, sometimes reliable messages cannot be delivered and need to be re-sent. Reliable messages will re-sent after RTT+Delta time, (RTT is round trip time) where RTT is a dynamic value and can reach couple of hundred milliseconds. For the AllCost delivery channel this timeout can be user-defined to force game critical information to be re-sent.

no example available in JavaScript
using UnityEngine;
using UnityEngine.Networking;

public class ExampleScript : NetworkBehaviour { void Start() { ConnectionConfig myConf = new ConnectionConfig(); myConf.AllCostTimeout = 10; //10 ms } }