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    Namespace Unity.Netcode.GameObjects.Timing

    Classes

    NetworkTickSystem

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

    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 the server time as last received from the server plus an offset based on the current RTT - in other words, it is a best-guess effort at predicting what the server tick will be when a given network action is processed on the server.

    Structs

    NetworkTime

    A struct to represent a point of time in a networked game. Time is stored as a combination of amount of passed ticks + a duration offset. This struct is meant to replace the Unity Time API for multiplayer gameplay.

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