docs.unity3d.com
  • Manual
  • Scripting API
  • Changelog
  • License
    Show / Hide Table of Contents
    • Global Namespace
      • Netcode​Conversion​Target
      • Netcode​Transform​Usage​Flags​Test​Authoring
      • Netcode​Transform​Usage​Flags​Test​Authoring.​Baker
      • Test​Net​Code​Authoring
      • Test​Net​Code​Authoring.​IConverter
    • Unity.​Net​Code
      • Apply​Current​Input​Buffer​Element​To​Input​Data<TInput​Buffer​Data, TInput​Component​Data>
      • Apply​Current​Input​Buffer​Element​To​Input​Data<TInput​Buffer​Data, TInput​Component​Data>.​Apply​Input​Data​From​Buffer​Job
      • Auto​Command​Target
      • Batch​Predict​Attribute
      • Client​Only​Variant
      • Client​Populate​Prespawned​Ghosts​System
      • Client​Server​Bootstrap
      • Client​Server​Bootstrap.​Play​Type
      • Client​Server​Tick​Rate
      • Client​Server​Tick​Rate.​Frame​Rate​Mode
      • Client​Server​World​Extensions
      • Client​Tick​Rate
      • Client​Track​Loaded​Prespawn​Sections
      • Command​Data​Interpolation​Delay
      • Command​Data​Utility
      • Command​Receive​System<TCommand​Data​Serializer, TCommand​Data>
      • Command​Receive​System<TCommand​Data​Serializer, TCommand​Data>.​Receive​Job​Data
      • Command​Receive​System​Group
      • Command​Send​System<TCommand​Data​Serializer, TCommand​Data>
      • Command​Send​System<TCommand​Data​Serializer, TCommand​Data>.​Send​Job​Data
      • Command​Send​System​Group
      • Command​Target
      • Command​Target​Component
      • Compare​Command​System​Group
      • Component​Type​Serialization​Strategy
      • Component​Type​Serialization​Strategy.​Default​Type
      • Connection​State
      • Connection​State.​State
      • Convert​Prediction​Entry
      • Copy​Input​To​Command​Buffer<TInput​Buffer​Data, TInput​Component​Data>
      • Copy​Input​To​Command​Buffer<TInput​Buffer​Data, TInput​Component​Data>.​Copy​Input​To​Buffer​Job
      • Default​Driver​Builder
      • Default​Smoothing​Action​User​Params
      • Default​Smoothing​Action​User​Params​Authoring
      • Default​Translation​Smoothing​Action
      • Default​Translation​Smoothing​Action.​Default​Static​User​Params
      • Default​Variant​System​Base
      • Default​Variant​System​Base.​Rule
      • Default​Variant​System​Group
      • Disable​Automatic​Prespawn​Section​Reporting
      • Disable​Automatic​Prespawn​Section​Reporting​Authoring
      • Disconnect​Reason​Enum​To​String
      • Dont​Serialize​For​Command​Attribute
      • Dont​Serialize​Variant
      • Dont​Support​Prefab​Overrides​Attribute
      • Driver​Migration​System
      • Enable​Packet​Logging
      • Fixed​Step​Ghost​Prediction​System​Group
      • Game​Protocol​Version
      • Ghost​Authoring​Component
      • Ghost​Authoring​Inspection​Component
      • Ghost​Child​Entity
      • Ghost​Child​Entity​Component
      • Ghost​Collection
      • Ghost​Collection​Prefab
      • Ghost​Collection​Prefab.​Loading​State
      • Ghost​Collection​System
      • Ghost​Component
      • Ghost​Component​Attribute
      • Ghost​Component​Serializer​Collection​Data
      • Ghost​Component​Serializer​Collection​System​Group
      • Ghost​Component​Utilities
      • Ghost​Component​Variation​Attribute
      • Ghost​Connection​Position
      • Ghost​Count
      • Ghost​Delta​Predictor
      • Ghost​Deserializer​State
      • Ghost​Despawn​System
      • Ghost​Distance​Data
      • Ghost​Distance​Importance
      • Ghost​Distance​Partitioning​System
      • Ghost​Distance​Partition​Shared
      • Ghost​Enabled​Bit​Attribute
      • Ghost​Field​Attribute
      • Ghost​Field​Sub​Type
      • Ghost​Group
      • Ghost​Importance
      • Ghost​Importance.​Scale​Importance​Delegate
      • Ghost​Input​System​Group
      • Ghost​Instance
      • Ghost​Mode
      • Ghost​Mode​Mask
      • Ghost​Optimization​Mode
      • Ghost​Owner
      • Ghost​Owner​Component
      • Ghost​Owner​Is​Local
      • Ghost​Prediction​History​System
      • Ghost​Prediction​Smoothing
      • Ghost​Prediction​Smoothing.​Smoothing​Action​Delegate
      • Ghost​Prediction​Smoothing​System
      • Ghost​Prediction​Switching​Queues
      • Ghost​Prediction​Switching​System
      • Ghost​Prediction​System​Group
      • Ghost​Prefab​Creation
      • Ghost​Prefab​Creation.​Component
      • Ghost​Prefab​Creation.​Component​Override
      • Ghost​Prefab​Creation.​Component​Override​Type
      • Ghost​Prefab​Creation.​Config
      • Ghost​Prefab​Type
      • Ghost​Receive​System
      • Ghost​Relevancy
      • Ghost​Relevancy​Mode
      • Ghost​Send​System
      • Ghost​Send​System​Data
      • Ghost​Send​Type
      • Ghost​Serializer​Attribute
      • Ghost​Serializer​State
      • Ghost​Simulation​System​Group
      • Ghost​Spawn​Buffer
      • Ghost​Spawn​Buffer.​Type
      • Ghost​Spawn​Classification​System
      • Ghost​Spawn​Queue
      • Ghost​Spawn​Queue​Component
      • Ghost​Spawn​System
      • Ghost​Spawn​System​Group
      • Ghost​Type
      • Ghost​Type​Component
      • Ghost​Type​Partition
      • Ghost​Update​System
      • ICommand​Data
      • ICommand​Data​Serializer<T>
      • IGhost​Component​Serializer​Registration
      • IInput​Buffer​Data
      • IInput​Component​Data
      • Incoming​Command​Data​Stream​Buffer
      • Incoming​Command​Data​Stream​Buffer​Component
      • Incoming​Rpc​Data​Stream​Buffer
      • Incoming​Rpc​Data​Stream​Buffer​Component
      • Incoming​Snapshot​Data​Stream​Buffer
      • Incoming​Snapshot​Data​Stream​Buffer​Component
      • INetwork​Stream​Driver​Constructor
      • Input​Event
      • IPCAnd​Socket​Driver​Constructor
      • IRpc​Command
      • IRpc​Command​Serializer<T>
      • Lag​Compensation​Config
      • Migration​Ticket
      • Net​Code​Debug​Config
      • Net​Code​Debug​Config​Authoring
      • Net​Code​Disable​Command​Code​Gen​Attribute
      • Net​Code​Physics​Config
      • Net​Debug
      • Net​Debug.​Log​Level​Type
      • Net​Debug​System
      • Network​Driver​Store
      • Network​Driver​Store.​Driver​Visitor
      • Network​Driver​Store.​Network​Driver​Instance
      • Network​Id
      • Network​Id​Component
      • Network​Id​Debug​Color​Utility
      • Network​Protocol​Version
      • Network​Receive​System​Group
      • Network​Snapshot​Ack
      • Network​Snapshot​Ack​Component
      • Network​Stream​Connection
      • Network​Stream​Connect​System
      • Network​Stream​Disconnect​Reason
      • Network​Stream​Driver
      • Network​Stream​In​Game
      • Network​Stream​Listen​System
      • Network​Stream​Protocol
      • Network​Stream​Receive​System
      • Network​Stream​Request​Connect
      • Network​Stream​Request​Disconnect
      • Network​Stream​Request​Listen
      • Network​Stream​Request​Listen​Result
      • Network​Stream​Request​Listen​Result.​State
      • Network​Stream​Snapshot​Target​Size
      • Network​Tick
      • Network​Time
      • Network​Time​Flags
      • Network​Time​System
      • Network​Time​System​Data
      • Outgoing​Command​Data​Stream​Buffer
      • Outgoing​Command​Data​Stream​Buffer​Component
      • Outgoing​Rpc​Data​Stream​Buffer
      • Outgoing​Rpc​Data​Stream​Buffer​Component
      • Pending​Spawn​Placeholder
      • Pending​Spawn​Placeholder​Component
      • Physics​Default​Variant​System
      • Physics​Graphical​Smoothing​Default​Variant
      • Physics​Velocity​Default​Variant
      • Physics​World​History
      • Physics​World​History​Singleton
      • Portable​Function​Pointer<T>
      • Position​Only​Variant
      • Position​Rotation​Variant
      • Position​Scale​Variant
      • Predicted​Fixed​Step​Simulation​System​Group
      • Predicted​Ghost
      • Predicted​Ghost​Component
      • Predicted​Ghost​Spawn
      • Predicted​Ghost​Spawn​List
      • Predicted​Ghost​Spawn​Request
      • Predicted​Ghost​Spawn​Request​Component
      • Predicted​Ghost​Spawn​System
      • Predicted​Physics​Config​System
      • Predicted​Physics​Non​Ghost​World
      • Predicted​Physics​Validation​System
      • Predicted​Simulation​System​Group
      • Pre​Serialized​Ghost
      • Pre​Spawned​Ghost​Index
      • Prespawn​Ghost​System​Group
      • Prespawn​Section​Ack
      • Receive​Rpc​Command​Request
      • Receive​Rpc​Command​Request​Component
      • Relevant​Ghost​For​Connection
      • Rotation​Only​Variant
      • Rotation​Scale​Variant
      • Rpc​Collection
      • Rpc​Command​Request<TAction​Serializer, TAction​Request>
      • Rpc​Command​Request<TAction​Serializer, TAction​Request>.​Send​Rpc​Data
      • Rpc​Command​Request​System​Group
      • Rpc​Deserializer​State
      • Rpc​Executor
      • Rpc​Executor.​Execute​Delegate
      • Rpc​Executor.​Parameters
      • Rpc​Queue<TAction​Serializer, TAction​Request>
      • Rpc​Serializer​State
      • Rpc​System
      • Rpc​System​Errors
      • Send​Rpc​Command​Request
      • Send​Rpc​Command​Request​Component
      • Send​To​Owner​Type
      • Server​Only​Variant
      • Server​Populate​Prespawned​Ghosts​System
      • Server​Track​Loaded​Prespawn​Sections
      • Shared​Ghost​Type​Component
      • Simulator​Preset
      • Smoothing​Action
      • Snapshot​Data
      • Snapshot​Data.​Data​At​Tick
      • Snapshot​Data​Buffer
      • Snapshot​Dynamic​Buffers​Helper
      • Snapshot​Dynamic​Data​Buffer
      • Spawned​Ghost
      • Spawned​Ghost​Entity​Map
      • Sub​Scene​Ghost​Component​Hash
      • Sub​Scene​With​Prespawn​Ghosts
      • Supports​Prefab​Overrides​Attribute
      • Switch​Prediction​Smoothing
      • Switch​Prediction​Smoothing​Physics​Ordering​System
      • Switch​Prediction​Smoothing​System
      • Transform​Default​Variant
      • Transform​Default​Variant​System
      • Transport​Type
      • Unique​Input​Tick​Map
      • Unscaled​Client​Time
    • Unity.​Net​Code.​Editor
      • Prespawned​Ghost​Preprocess​Scene
    • Unity.​Net​Code.​Generators
      • Type​Registry​Entry
      • User​Defined​Templates
    • Unity.​Net​Code.​Hybrid
      • Baker​Extensions
      • Enable​Animation​Controller​Prediction​Update
      • Ghost​Animation​Controller
      • Ghost​Animation​Controller​Interpolation​System
      • Ghost​Animation​Controller​Prediction​System
      • Ghost​Animation​Controller​Server​System
      • Ghost​Animation​Graph​Asset
      • Ghost​Playable​Behaviour
      • Ghost​Presentation​Game​Object​Authoring
      • Ghost​Presentation​Game​Object​Entity​Owner
      • Ghost​Presentation​Game​Object​Prefab
      • Ghost​Presentation​Game​Object​Prefab​Reference
      • Ghost​Presentation​Game​Object​System
      • Ghost​Presentation​Game​Object​Transform​System
      • IRegister​Playable​Data
    • Unity.​Net​Code.​Low​Level
      • Snapshot​Data​Buffer​Component​Lookup
      • Snapshot​Data​Lookup​Helper
    • Unity.​Net​Code.​Low​Level.​Unsafe
      • Ghost​Component​Serializer
      • Ghost​Component​Serializer.​Copy​To​From​Snapshot​Delegate
      • Ghost​Component​Serializer.​Deserialize​Delegate
      • Ghost​Component​Serializer.​Post​Serialize​Buffer​Delegate
      • Ghost​Component​Serializer.​Post​Serialize​Delegate
      • Ghost​Component​Serializer.​Predict​Delta​Delegate
      • Ghost​Component​Serializer.​Report​Prediction​Errors​Delegate
      • Ghost​Component​Serializer.​Restore​From​Backup​Delegate
      • Ghost​Component​Serializer.​Send​Mask
      • Ghost​Component​Serializer.​Serialize​Buffer​Delegate
      • Ghost​Component​Serializer.​Serialize​Child​Delegate
      • Ghost​Component​Serializer.​Serialize​Delegate
      • Ghost​Component​Serializer.​State
    • 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

    Did you find this page useful? Please give it a rating:

    Thanks for rating this page!

    Report a problem on this page

    What kind of problem would you like to report?

    • This page needs code samples
    • Code samples do not work
    • Information is missing
    • Information is incorrect
    • Information is unclear or confusing
    • There is a spelling/grammar error on this page
    • Something else

    Thanks for letting us know! This page has been marked for review based on your feedback.

    If you have time, you can provide more information to help us fix the problem faster.

    Provide more information

    You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:

    You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:

    You've told us there is information missing from this page. Please tell us more about what's missing:

    You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:

    You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:

    You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:

    You've told us this page has a problem. Please tell us more about what's wrong:

    Thank you for helping to make the Unity documentation better!

    Your feedback has been submitted as a ticket for our documentation team to review.

    We are not able to reply to every ticket submitted.

    In This Article
    • Fields
    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023