Struct GhostSendSystemData
Singleton entity that contains all the tweakable settings for the GhostSendSystem.
Inherited Members
Namespace: Unity.NetCode
Syntax
public struct GhostSendSystemData : IComponentData, IQueryTypeParameter
Fields
CleanupConnectionStatePerTick
The number of connections to cleanup unused serialization data for in a single tick. Setting this higher can recover memory faster, but uses more CPU time.
Declaration
public int CleanupConnectionStatePerTick
Field Value
Type | Description |
---|---|
Int32 |
MaxSendChunks
The maximum number of chunks the system will try to send to a single connection in a single frame. A chunk will count as sent even if it does not contain any ghosts which needed to be sent (because of relevancy or static optimization). If there are more chunks than this the least important chunks will not be sent even if there is space in the packet. This can be used to control CPU time on the server.
Declaration
public int MaxSendChunks
Field Value
Type | Description |
---|---|
Int32 |
MaxSendEntities
The maximum number of entities the system will try to send to a single connection in a single frame. An entity will count even if it is not actually sent (because of relevancy or static optimization). If there are more chunks than this the least important chunks will not be sent even if there is space in the packet. This can be used to control CPU time on the server.
Declaration
public int MaxSendEntities
Field Value
Type | Description |
---|---|
Int32 |
MinDistanceScaledSendImportance
The minimum importance considered for inclusion in a snapshot after applying distance based priority scaling. Any ghost importance lower than this value will not be send every frame even if there is enough space in the packet.
Declaration
public int MinDistanceScaledSendImportance
Field Value
Type | Description |
---|---|
Int32 |
MinSendImportance
The minimum importance considered for inclusion in a snapshot. Any ghost importance lower than this value will not be send every frame even if there is enough space in the packet. E.g. Value=60, tick-rate=60, ghost.importance=1 implies a ghost will be replicated roughly once per second.
Declaration
public int MinSendImportance
Field Value
Type | Description |
---|---|
Int32 |
Properties
EnablePerComponentProfiling
Enable profiling scopes for each component in a ghost. They can help tracking down why a ghost is expensive to serialize - but they come with a performance cost so they are not enabled by default.
Declaration
public bool EnablePerComponentProfiling { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
FirstSendImportanceMultiplier
Non-zero values for MinSendImportance can cause both: a) 'unchanged chunks that are "new" to a new-joiner' and b) 'newly spawned chunks' to be ignored by the replication priority system for multiple seconds. If this behaviour is undesirable, set this to be above MinSendImportance. This multiplies the importance value used on those "new" (to the player or to the world) ghost chunks. Note: This does not guarantee delivery of all "new" chunks, it only guarantees that every ghost chunk will get serialized and sent at least once per connection, as quickly as possible (e.g. assuming you have the bandwidth for it).
Declaration
public uint FirstSendImportanceMultiplier { get; set; }
Property Value
Type | Description |
---|---|
UInt32 |
ForcePreSerialize
Force all ghosts to use pre serialization. This means part of the serialization will be done once for all connection instead of once per connection. This can increase CPU time for simple ghosts and ghosts which are rarely sent. This switch is meant as a way of measuring which ghosts would benefit from using pre-serialization.
Declaration
public bool ForcePreSerialize { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
ForceSingleBaseline
Force all ghosts to use a single baseline. This will reduce CPU usage at the expense of increased bandwidth usage. This is mostly meant as a way of measuring which ghosts should use static optimization instead of dynamic. If the bits / ghost does not significantly increase when enabling this the ghost can use static optimization to save CPU.
Declaration
public bool ForceSingleBaseline { get; set; }
Property Value
Type | Description |
---|---|
Boolean |
IrrelevantImportanceDownScale
Value used to scale down the importance of chunks where all entities were irrelevant last time it was sent. The importance is divided by this value. It can be used together with MinSendImportance to make sure relevancy is not updated every frame for things with low importance.
Declaration
public int IrrelevantImportanceDownScale { get; set; }
Property Value
Type | Description |
---|---|
Int32 |
KeepSnapshotHistoryOnStructuralChange
Try to keep the snapshot history buffer for an entity when there is a structucal change. Doing this will require a lookup and copy of data whenever a ghost has a structucal change which will add additional CPU cost on the server. Keeping the snapshot history will not always be possible so this flag does no give a 100% guarantee, you are expected to measure CPU and bandwidth when changing this.
Declaration
public bool KeepSnapshotHistoryOnStructuralChange { get; set; }
Property Value
Type | Description |
---|---|
Boolean |