Class NetworkConfig
The configuration object used to start server, client and hosts
Inherited Members
Namespace: MLAPI.Configuration
Assembly: Unity.Multiplayer.MLAPI.Runtime.dll
Syntax
[Serializable]
public class NetworkConfig
Fields
AllowRuntimeSceneChanges
Whether or not runtime scene changes should be allowed and expected. If this is true, clients with different initial configurations will not work together.
Declaration
[Tooltip("Whether or not runtime scene changes should be allowed and expected.\n If this is true, clients with different initial configurations will not work together.")]
public bool AllowRuntimeSceneChanges
Field Value
Type | Description |
---|---|
bool |
ClientConnectionBufferTimeout
The amount of seconds to wait for handshake to complete before timing out a client
Declaration
[Tooltip("The amount of seconds to wait for the handshake to complete before the client times out")]
public int ClientConnectionBufferTimeout
Field Value
Type | Description |
---|---|
int |
ConnectionApproval
Whether or not to use connection approval
Declaration
[Tooltip("Whether or not to force clients to be approved before they connect")]
public bool ConnectionApproval
Field Value
Type | Description |
---|---|
bool |
ConnectionData
The data to send during connection which can be used to decide on if a client should get accepted
Declaration
[Tooltip("The connection data sent along with connection requests")]
public byte[] ConnectionData
Field Value
Type | Description |
---|---|
byte[] |
CreatePlayerPrefab
Whether or not a player object should be created by default. This value can be overriden on a case by case basis with ConnectionApproval.
Declaration
[Tooltip("Whether or not a player object should be created by default. This value can be overriden on a case by case basis with ConnectionApproval.")]
public bool CreatePlayerPrefab
Field Value
Type | Description |
---|---|
bool |
EnableMessageBuffering
Whether or not message buffering should be enabled. This will resolve most out of order messages during spawn.
Declaration
[Tooltip("Whether or not message buffering should be enabled. This will resolve most out of order messages during spawn")]
public bool EnableMessageBuffering
Field Value
Type | Description |
---|---|
bool |
EnableNetworkLogs
Whether or not to enable network logs.
Declaration
public bool EnableNetworkLogs
Field Value
Type | Description |
---|---|
bool |
EnableNetworkVariable
Whether or not to enable the NetworkVariable system. This system runs in the Update loop and will degrade performance, but it can be a huge convenience. Only turn it off if you have no need for the NetworkVariable system.
Declaration
[Tooltip("Whether or not to enable the NetworkVariable system")]
public bool EnableNetworkVariable
Field Value
Type | Description |
---|---|
bool |
EnableSceneManagement
Enables scene management. This will allow network scene switches and automatic scene diff corrections upon connect. SoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.
Declaration
[Tooltip("Enables scene management. This will allow network scene switches and automatic scene diff corrections upon connect.\nSoftSynced scene objects wont work with this disabled. That means that disabling SceneManagement also enables PrefabSync.")]
public bool EnableSceneManagement
Field Value
Type | Description |
---|---|
bool |
EnableTimeResync
If your logic uses the NetworkTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
Declaration
[Tooltip("Enable this to resync the NetworkTime after the initial sync")]
public bool EnableTimeResync
Field Value
Type | Description |
---|---|
bool |
EnsureNetworkVariableLengthSafety
Whether or not to ensure that NetworkVariables can be read even if a client accidentally writes where its not allowed to. This costs some CPU and bandwdith.
Declaration
[Tooltip("Ensures that NetworkVariables can be read even if a client accidental writes where its not allowed to. This will cost some CPU time and bandwidth")]
public bool EnsureNetworkVariableLengthSafety
Field Value
Type | Description |
---|---|
bool |
EventTickrate
The amount of times per second internal frame events will occur, e.g. send checking.
Declaration
[Tooltip("The amount of times per second the internal event loop will run. This includes for example NetworkVariable checking and LagCompensation tracking")]
public int EventTickrate
Field Value
Type | Description |
---|---|
int |
ForceSamePrefabs
Whether or not the MLAPI should check for differences in the prefabs at connection. If you dynamically add prefabs at runtime, turn this OFF
Declaration
[Tooltip("Whether or not the MLAPI should check for differences in the prefab lists at connection")]
public bool ForceSamePrefabs
Field Value
Type | Description |
---|---|
bool |
LoadSceneTimeOut
The amount of seconds to wait on all clients to load requested scene before the SwitchSceneProgress onComplete callback, that waits for all clients to complete loading, is called anyway.
Declaration
[Tooltip("The amount of seconds to wait for all clients to load a requested scene")]
public int LoadSceneTimeOut
Field Value
Type | Description |
---|---|
int |
MaxReceiveEventsPerTickRate
The max amount of messages to process per ReceiveTickrate. This is to prevent flooding.
Declaration
[Tooltip("The maximum amount of Receive events to poll per Receive tick. This is to prevent flooding and freezing on the server")]
public int MaxReceiveEventsPerTickRate
Field Value
Type | Description |
---|---|
int |
MessageBufferTimeout
The amount of time a message should be buffered for without being consumed. If it is not consumed within this time, it will be dropped.
Declaration
[Tooltip("The amount of time a message should be buffered for without being consumed. If it is not consumed within this time, it will be dropped")]
public float MessageBufferTimeout
Field Value
Type | Description |
---|---|
float |
NetworkIdRecycleDelay
The amount of seconds a NetworkId has to be unused in order for it to be reused.
Declaration
[Tooltip("The amount of seconds a NetworkId has to unused in order for it to be reused")]
public float NetworkIdRecycleDelay
Field Value
Type | Description |
---|---|
float |
NetworkPrefabs
A list of spawnable prefabs
Declaration
[Tooltip("The prefabs that can be spawned across the network")]
public List<NetworkPrefab> NetworkPrefabs
Field Value
Type | Description |
---|---|
List<NetworkPrefab> |
NetworkTickIntervalSec
Duration in seconds between network ticks.
Declaration
[Tooltip("Duration in seconds between network ticks")]
public float NetworkTickIntervalSec
Field Value
Type | Description |
---|---|
float |
NetworkTransport
The transport hosts the sever uses
Declaration
[Tooltip("The NetworkTransport to use")]
public NetworkTransport NetworkTransport
Field Value
Type | Description |
---|---|
NetworkTransport |
ProtocolVersion
The protocol version. Different versions doesn't talk to each other.
Declaration
[Tooltip("Use this to make two builds incompatible with each other")]
public ushort ProtocolVersion
Field Value
Type | Description |
---|---|
ushort |
ReceiveTickrate
Amount of times per second the receive queue is emptied and all messages inside are processed.
Declaration
[Tooltip("The amount of times per second the receive queue is emptied from pending incoming messages")]
public int ReceiveTickrate
Field Value
Type | Description |
---|---|
int |
RecycleNetworkIds
If true, NetworkIds will be reused after the NetworkIdRecycleDelay.
Declaration
[Tooltip("If true, NetworkIds will be reused after the NetworkIdRecycleDelay")]
public bool RecycleNetworkIds
Field Value
Type | Description |
---|---|
bool |
RegisteredScenes
A list of SceneNames that can be used during networked games.
Declaration
[Tooltip("The Scenes that can be switched to by the server")]
public List<string> RegisteredScenes
Field Value
Type | Description |
---|---|
List<string> |
RpcHashSize
Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
Declaration
[Tooltip("The maximum amount of bytes to use for RPC messages. Leave this to 2 unless you are facing hash collisions")]
public HashSize RpcHashSize
Field Value
Type | Description |
---|---|
HashSize |
SecondsHistory
The amount of seconds to keep a lag compensation position history
Declaration
[Tooltip("The amount of seconds to keep lag compensation position history")]
public int SecondsHistory
Field Value
Type | Description |
---|---|
int |
TimeResyncInterval
If time resync is turned on, this specifies the interval between syncs in seconds.
Declaration
[Tooltip("The amount of seconds between resyncs of NetworkTime, if enabled")]
public int TimeResyncInterval
Field Value
Type | Description |
---|---|
int |
UsePrefabSync
If true, all NetworkObjects need to be prefabs and all scene objects will be replaced on server side which causes all serialization to be lost. Useful for multi project setups If false, Only non scene objects have to be prefabs. Scene objects will be matched using their PrefabInstanceId which can be precomputed globally for a scene at build time. Useful for single projects
Declaration
[Tooltip("If true, all NetworkObjects need to be prefabs and all scene objects will be replaced on server side which causes all serialization to be lost. Useful for multi project setups\nIf false, Only non scene objects have to be prefabs. Scene objects will be matched using their PrefabInstanceId which can be precomputed globally for a scene at build time. Useful for single projects")]
public bool UsePrefabSync
Field Value
Type | Description |
---|---|
bool |
Methods
CompareConfig(ulong)
Compares a SHA256 hash with the current NetworkConfig instances hash
Declaration
public bool CompareConfig(ulong hash)
Parameters
Type | Name | Description |
---|---|---|
ulong | hash |
Returns
Type | Description |
---|---|
bool |
FromBase64(string)
Sets the NetworkConfig data with that from a base64 encoded version
Declaration
public void FromBase64(string base64)
Parameters
Type | Name | Description |
---|---|---|
string | base64 | The base64 encoded version |
GetConfig(bool)
Gets a SHA256 hash of parts of the NetworkConfig instance
Declaration
public ulong GetConfig(bool cache = true)
Parameters
Type | Name | Description |
---|---|---|
bool | cache |
Returns
Type | Description |
---|---|
ulong |
ToBase64()
Returns a base64 encoded version of the config
Declaration
public string ToBase64()
Returns
Type | Description |
---|---|
string |