docs.unity3d.com
    Show / Hide Table of Contents

    Class NetworkConfig

    The configuration object used to start server, client and hosts

    Inheritance
    Object
    NetworkConfig
    Inherited Members
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: Unity.Netcode
    Syntax
    [Serializable]
    public class NetworkConfig

    Fields

    ClientConnectionBufferTimeout

    The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected.

    If the timeout is reached before approval is completed the client will be disconnected.

    Declaration
    [Tooltip("The amount of seconds for the server to wait for the connection approval handshake to complete before the client is disconnected")]
    public int ClientConnectionBufferTimeout
    Field Value
    Type Description
    Int32
    Remarks

    The period begins after the Connect is received on the server. The period ends once the server finishes processing a Unity.Netcode.ConnectionRequestMessage from the client.

    This setting is independent of any Transport-level timeouts that may be in effect. It covers the time between the connection being established on the Transport layer, the client sending a Unity.Netcode.ConnectionRequestMessage, and the server processing that message through ConnectionApproval.

    This setting is server-side only.

    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
    Boolean

    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[]

    EnableNetworkLogs

    Whether or not to enable network logs.

    Declaration
    public bool EnableNetworkLogs
    Field Value
    Type Description
    Boolean

    EnableSceneManagement

    Enables scene management. This will allow network scene switches and automatic scene difference 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 difference 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
    Boolean

    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 re-sync the NetworkTime after the initial sync")]
    public bool EnableTimeResync
    Field Value
    Type Description
    Boolean

    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 bandwidth.

    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
    Boolean

    ForceSamePrefabs

    Whether or not the netcode 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 netcode should check for differences in the prefab lists at connection")]
    public bool ForceSamePrefabs
    Field Value
    Type Description
    Boolean

    LoadSceneTimeOut

    The amount of seconds to wait for all clients to load or unload a requested scene

    Declaration
    [Tooltip("The amount of seconds to wait for all clients to load or unload a requested scene (only when EnableSceneManagement is enabled)")]
    public int LoadSceneTimeOut
    Field Value
    Type Description
    Int32

    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
    Single

    NetworkTransport

    The transport hosts the sever uses

    Declaration
    [Tooltip("The NetworkTransport to use")]
    public NetworkTransport NetworkTransport
    Field Value
    Type Description
    NetworkTransport

    PlayerPrefab

    The default player prefab

    Declaration
    [Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
    public GameObject PlayerPrefab
    Field Value
    Type Description
    GameObject

    Prefabs

    Declaration
    [SerializeField]
    public NetworkPrefabs Prefabs
    Field Value
    Type Description
    NetworkPrefabs

    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
    UInt16

    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
    Boolean

    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.")]
    public HashSize RpcHashSize
    Field Value
    Type Description
    HashSize

    RttAverageSamples

    The number of RTT samples that is kept as an average for calculations

    Declaration
    public const int RttAverageSamples = 5
    Field Value
    Type Description
    Int32

    RttWindowSize

    The number of slots used for RTT calculations. This is the maximum amount of in-flight messages

    Declaration
    public const int RttWindowSize = 64
    Field Value
    Type Description
    Int32

    SpawnTimeout

    The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped.

    Declaration
    [Tooltip("The amount of time a message should be buffered if the asset or object needed to process it doesn't exist yet. If the asset is not added/object is not spawned within this time, it will be dropped")]
    public float SpawnTimeout
    Field Value
    Type Description
    Single

    TickRate

    The tickrate of network ticks. This value controls how often netcode runs user code and sends out data.

    Declaration
    [Tooltip("The tickrate. This value controls how often netcode runs user code and sends out data. The value is in 'ticks per seconds' which means a value of 50 will result in 50 ticks being executed per second or a fixed delta time of 0.02.")]
    public uint TickRate
    Field Value
    Type Description
    UInt32

    TimeResyncInterval

    If time re-sync is turned on, this specifies the interval between syncs in seconds.

    Declaration
    [Tooltip("The amount of seconds between re-syncs of NetworkTime, if enabled")]
    public int TimeResyncInterval
    Field Value
    Type Description
    Int32

    Methods

    CompareConfig(UInt64)

    Compares a SHA256 hash with the current NetworkConfig instances hash

    Declaration
    public bool CompareConfig(ulong hash)
    Parameters
    Type Name Description
    UInt64 hash
    Returns
    Type Description
    Boolean

    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(Boolean)

    Gets a SHA256 hash of parts of the NetworkConfig instance

    Declaration
    public ulong GetConfig(bool cache = true)
    Parameters
    Type Name Description
    Boolean cache
    Returns
    Type Description
    UInt64

    ToBase64()

    Returns a base64 encoded version of the configuration

    Declaration
    public string ToBase64()
    Returns
    Type Description
    String
    Back to top Copyright © 2023 Unity Technologies — Terms of use
    Generated by DocFX
    on 26 October 2023