Legacy Documentation: Version 2018.1 (Go to current version)
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



public var timestamp: double;
public double timestamp;


The time stamp when the Message was sent in seconds.

Timestamps can be used to implement interpolation or extrapolation of continous streams of packets The timestamp is passed as a double to avoid overflow when a game is running for a long time. Internally timestamps are sent as 32 bit integers with millisecond accuracy to save bandwidth. Timestamps are automatically adjusted to be relative to Network.time. Thus Network.time - messageInfo.timeStamp is the time the packet spent in transit.

    var something : float;
    var transitTime: double;
    function OnSerializeNetworkView (stream : BitStream,
        info : NetworkMessageInfo) {
        var horizontalInput : float = 0.0;
        if (stream.isWriting) {
            // Sending
            horizontalInput = transform.position.x;
            stream.Serialize (horizontalInput);
        } else {
            // Receiving
            transitTime = Network.time - info.timestamp;
            stream.Serialize (horizontalInput);
            something = horizontalInput;

function OnGUI() { GUILayout.Label("Last transmission time: "+ transitTime); }
no example available in C#

Did you find this page useful? Please give it a rating: