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    Field 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.

    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public int MaxSimulationStepsPerFrame
    Returns
    Type Description
    int
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