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    • Scripting API
    • Unity.​Net​Code
    • Network​Time​Flags

    Enum NetworkTimeFlags

    Flags used by NetworkTime singleton to add some properties to the current simulated tick. See the individual flags documentation for further information.

    Namespace: Unity.NetCode
    Syntax
    [Flags]
    public enum NetworkTimeFlags : byte

    Fields

    Name Description Value
    IsInPredictionLoop

    Indicate that the current server tick is a predicted one and the simulation is running inside the prediction group.


    1
    IsFirstPredictionTick

    Only valid inside the prediction loop, the server tick the prediction is starting from.


    4
    IsFinalPredictionTick

    Only valid inside the prediction loop, the current server tick which will be the last tick to predict.


    8
    IsFinalFullPredictionTick

    Only valid inside the prediction loop, the current server tick is the last full tick we are predicting. If IsFinalPredictionTick is set the IsPartial flag must be false. The IsFinalPredictionTick can be also set if the current server tick we are predicting is a full tick.


    16
    IsCatchUpTick

    Only valid on server. True when the current simulated tick is running with a variabled delta time to recover from a previous long running frame.


    32
    IsFirstTimeFullyPredictingTick

    Only valid inside the prediction loop, the current server tick is a full tick and this is the first time it is being predicting as a non-partial tick. The IsPartial flag must be false. This is frequently used to make sure effects which cannot easily be rolled back, such as spawning objects / particles / vfx or playing sounds, only happens once and are not repeated.


    64
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