Field MaxPredictAheadTimeMS
This is the maximum accepted ping, rtt will be clamped to this value when calculating server tick on the client, which means if ping is higher than this the server will get old commands. Increasing this makes the client able to deal with higher ping, but the client needs to run more prediction steps which takes more CPU time
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public uint MaxPredictAheadTimeMS
Returns
Type | Description |
---|---|
uint |