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    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
    Assembly: solution.dll
    Syntax
    [Serializable]
    public class NetworkConfig

    Fields

    Name Description
    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.

    ConnectionApproval

    Whether or not to use connection approval

    ConnectionData

    The data to send during connection which can be used to decide on if a client should get accepted

    EnableNetworkLogs

    Whether or not to enable network logs.

    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.

    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

    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.

    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

    LoadSceneTimeOut

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

    NetworkIdRecycleDelay

    The amount of seconds a NetworkId has to be unused in order for it to be reused.

    NetworkTransport

    The transport hosts the sever uses

    PlayerPrefab

    The default player prefab

    Prefabs
    ProtocolVersion

    The protocol version. Different versions doesn't talk to each other.

    RecycleNetworkIds

    If true, NetworkIds will be reused after the NetworkIdRecycleDelay.

    RpcHashSize

    Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions

    RttAverageSamples

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

    RttWindowSize

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

    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.

    TickRate

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

    TimeResyncInterval

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

    Methods

    Name Description
    CompareConfig(ulong)

    Compares a SHA256 hash with the current NetworkConfig instances hash

    FromBase64(string)

    Sets the NetworkConfig data with that from a base64 encoded version

    GetConfig(bool)

    Gets a SHA256 hash of parts of the NetworkConfig instance

    ToBase64()

    Returns a base64 encoded version of the configuration

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