Struct ClientTickRate
Namespace: Unity.NetCode
Syntax
public struct ClientTickRate : IComponentData
Fields
InterpolationTimeMS
The time in ms to use as an interpolation buffer for interpolated ghosts, this will take precedence and override the interpolation time in ticks if specified.
Declaration
public uint InterpolationTimeMS
Field Value
Type | Description |
---|---|
UInt32 |
InterpolationTimeNetTicks
The number of network ticks to use as an interpolation buffer for interpolated ghosts.
Declaration
public uint InterpolationTimeNetTicks
Field Value
Type | Description |
---|---|
UInt32 |
MaxExtrapolationTimeSimTicks
The maximum time in simulation ticks which the client can extrapolate ahead when data is missing.
Declaration
public uint MaxExtrapolationTimeSimTicks
Field Value
Type | Description |
---|---|
UInt32 |
MaxPredictAheadTimeMS
This is the maximum accepted ping, rtt will be clamped to this value when calculating server tick on the client, which means if ping is higher than this the server will get old commands. Increasing this makes the client able to deal with higher ping, but the client needs to run more prediction steps which takes more CPU time
Declaration
public uint MaxPredictAheadTimeMS
Field Value
Type | Description |
---|---|
UInt32 |
TargetCommandSlack
Specifies the number of simulation ticks the client tries to make sure the commands are received by the server before they are used on the server.
Declaration
public uint TargetCommandSlack
Field Value
Type | Description |
---|---|
UInt32 |