{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Field CommandAgeCorrectionFraction | Netcode for Entities | 1.1.0-pre.3
docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Field CommandAgeCorrectionFraction

    The percentage of the error in the predicted server tick that can be corrected each frame. Used to control the client deltaTime scaling, used to slow-down/speed-up the server tick estimate. Must be in (0, 1) range.

                 ________ Max
                /
               /
    Min ______/__________
                         CommandAge

    DefaultValue: 10% of the error. The two major causes affecting the command age are:

    • Network condition (Latency and Jitter)
    • Server performance (running below the target frame rate)

    Small time scale values allow for smooth adjustments of the prediction tick but slower reaction to changes in both network and server frame rate. By using larger values, is faster to recovery to desync situation (caused by bad network and condition or/and slow server performance) but the predicted ticks delta are larger. Good ranges: [0.075 - 0.2]

    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public float CommandAgeCorrectionFraction
    Returns
    Type Description
    float
    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)