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    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
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