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    Struct ClientServerTickRate

    Create a ClientServerTickRate singleton to configure the client and server simulation simulation time step, and the server packet send rate. The singleton can be created at runtime or by adding the component to a singleton entity in sub-scene. It is not mandatory to create the singleton in the client worlds (while it is considered best practice), since the relevant settings for the client (the SimulationTickRate and NetworkTickRate) are synced as part of the initial handshake (Unity.NetCode.ClientServerTickRateRefreshRequest). The ClientServerTickRate should also be used to customise other server only timing settings, such as the maximum number of tick per frame, tick batching (MaxSimulationStepBatchSize and others. See the individual fields documentation for more information.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    public struct ClientServerTickRate : IComponentData, IQueryTypeParameter
    Remarks

    It is not mandatory to set all the fields to a proper value when creating the singleton. It is sufficient to change only the relevant setting, and call the ResolveDefaults() method to configure the fields that does not have a value set.

    Fields

    MaxSimulationStepBatchSize

    If the server cannot keep up with the simulation frequency with running MaxSimulationStepsPerFrame ticks it is possible to allow each tick to run with a longer delta time in order to keep the game time updating correctly. This means that instead of running two ticks with delta time N each, the system will run a single tick with delta time 2*N. It is a less expensive but more inaccurate way of dealing with server performance spikes, it also requires the game logic to be able to handle it.

    Declaration
    public int MaxSimulationStepBatchSize
    Field Value
    Type Description
    Int32

    MaxSimulationStepsPerFrame

    If the server updates at a lower rate than the simulation tick rate it will perform multiple ticks in the same frame. This setting puts a limit on how many such updates it can do in a single frame. When this limit is reached the simulation time will update slower than real time. The network tick rate only applies to snapshots, the frequency commands and RPCs is not affected by this setting.

    Declaration
    public int MaxSimulationStepsPerFrame
    Field Value
    Type Description
    Int32

    NetworkTickRate

    The rate at which the server sends snapshots to the clients. This can be lower than than the simulation frequency which means the server only sends new snapshots to the clients every N frames. The effect of this on the client is similar to having a higher ping, on the server it will save CPU time and bandwidth.

    Declaration
    public int NetworkTickRate
    Field Value
    Type Description
    Int32

    SimulationTickRate

    The fixed simulation frequency on the server and prediction loop. The client can render at a higher or lower rate than this.

    Declaration
    public int SimulationTickRate
    Field Value
    Type Description
    Int32

    TargetFrameRateMode

    If the server is capable of updating more often than the simulation tick rate it can either skip the simulation tick for some updates (BusyWait) or limit the updates using Application.TargetFrameRate (Sleep). Auto makes it use Sleep for dedicated server builds and BusyWait for client and server builds (as well as the editor).

    Declaration
    public ClientServerTickRate.FrameRateMode TargetFrameRateMode
    Field Value
    Type Description
    ClientServerTickRate.FrameRateMode

    Properties

    SendSnapshotsForCatchUpTicks

    If the server has to run multiple simulation ticks in the same frame the server can either send snapshots for all those ticks or just the last one.

    Declaration
    public bool SendSnapshotsForCatchUpTicks { get; set; }
    Property Value
    Type Description
    Boolean

    SimulationFixedTimeStep

    1f / SimulationTickRate. Think of this as the netcode version of fixedDeltaTime.

    Declaration
    public readonly float SimulationFixedTimeStep { get; }
    Property Value
    Type Description
    Single

    Methods

    ResolveDefaults()

    Set all the properties that hasn't been changed by the user or that have invalid ranges to a proper default value. In particular this guarantee that both NetworkTickRate and SimulationTickRate are never 0.

    Declaration
    public void ResolveDefaults()
    In This Article
    • Fields
      • MaxSimulationStepBatchSize
      • MaxSimulationStepsPerFrame
      • NetworkTickRate
      • SimulationTickRate
      • TargetFrameRateMode
    • Properties
      • SendSnapshotsForCatchUpTicks
      • SimulationFixedTimeStep
    • Methods
      • ResolveDefaults()
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