Select your preferred scripting language. All code snippets will be displayed in this language.
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.
CloseFor 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.
CloseDefines 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
ConnectionConfig myConf = new ConnectionConfig(); myConf.AllCostTimeout = 10; //10 ms