Class NetworkTimeSystem
NetworkTimeSystem is a standalone system which can be used to run a network time simulation. The network time system maintains both a local and a server time. The local time is based on
Inherited Members
Namespace: Unity.Netcode
Assembly: solution.dll
Syntax
public class NetworkTimeSystem
Constructors
Name | Description |
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NetworkTimeSystem(double, double, double, double) | The constructor class for NetworkTickSystem |
Properties
Name | Description |
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AdjustmentRatio | Gets or sets the ratio at which the NetworkTimeSystem speeds up or slows down time. |
HardResetThresholdSec | Gets or sets a threshold in seconds used to force a hard catchup of network time. |
LocalBufferSec | Gets or sets the amount of time in seconds the server should buffer incoming client messages. This increases the difference between local and server time so that messages arrive earlier on the server. |
LocalTime | The current local time with the local time offset applied |
ServerBufferSec | Gets or sets the amount of the time in seconds the client should buffer incoming messages from the server. This increases server time. A higher value increases latency but makes the game look more smooth in bad networking conditions. This value must be higher than the tick length client side. |
ServerTime | The current server time with the server time offset applied |
Methods
Name | Description |
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Advance(double) | Advances the time system by a certain amount of time. Should be called once per frame with Time.unscaledDeltaTime or similar. |
Reset(double, double) | Resets the time system to a time based on the given network parameters. |
ServerTimeSystem() | Creates a new instance of the NetworkTimeSystem class for a server instance. The server will not apply any buffer values which ensures that local time equals server time. |
Sync(double, double) | Synchronizes the time system with up-to-date network statistics but does not change any time values or advance the time. |