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);
    }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public float something; public double transitTime; void OnSerializeNetworkView(BitStream stream, NetworkMessageInfo info) { float horizontalInput = 0.0F; if (stream.isWriting) { horizontalInput = transform.position.x; stream.Serialize(ref horizontalInput); } else { transitTime = Network.time - info.timestamp; stream.Serialize(ref horizontalInput); something = horizontalInput; } } void OnGUI() { GUILayout.Label("Last transmission time: " + transitTime); } }