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    Class NetworkTickSystem

    Provides discretized time. This is useful for games that require ticks happening at regular interval on the server and clients.

    Inheritance
    object
    NetworkTickSystem
    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
    public class NetworkTickSystem

    Constructors

    Name Description
    NetworkTickSystem(uint, double, double)

    Creates a new instance of the NetworkTickSystem class.

    Fields

    Name Description
    NoTick

    Special value to indicate "No tick information"

    Properties

    Name Description
    LocalTime

    The current local time. This is the time at which predicted or client authoritative objects move. This value is accurate when called in Update or during the Tick event but does not work correctly for FixedUpdate.

    ServerTime

    The current server time. This value is mostly used for internal purposes and to interpolate state received from the server. This value is accurate when called in Update or during the Tick event but does not work correctly for FixedUpdate.

    TickRate

    The TickRate of the tick system. This is used to decide how often a fixed network tick is run.

    Methods

    Name Description
    Reset(double, double)

    Resets the tick system to the given network time.

    UpdateTick(double, double)

    Called after advancing the time system to run ticks based on the difference in time.

    Events

    Name Description
    Tick

    Gets invoked before every network tick.

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