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    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
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