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    Class NetCodePhysicsConfig

    Component used to enable predicted physics automatic world changing(PredictedPhysicsNonGhostWorld) and lag compensation (EnableLagCompensation) and tweak their settings. At conversion time, a singleton entity is added to the scene/subscene if either one of, or both of the features are enabled, and the PredictedPhysicsNonGhostWorld, EnableLagCompensation components are automatically added to it based on these settings.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    NetCodePhysicsConfig
    Inherited Members
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    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    [DisallowMultipleComponent]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/Unity.NetCode.NetCodePhysicsConfig.html")]
    public sealed class NetCodePhysicsConfig : MonoBehaviour

    Fields

    Name Description
    ClientHistorySize

    The number of physics world states that are backed up on the client. This cannot be more than the maximum capacity, leaving it at zero will give oyu the default which is one.

    ClientNonGhostWorldIndex

    When using predicted physics all dynamic physics objects in the main physics world on the client mus be ghosts. Setting this will move any non-ghost in the default physics world to another world.

    EnableLagCompensation

    Set to true to enable the use of the LagCompensation system. Server and Client will start recording the physics world state in the PhysicsWorldHistory buffer, which size can be further configured for by changing the ServerHistorySize and ClientHistorySize properites;

    ServerHistorySize

    The number of physics world states that are backed up on the server. This cannot be more than the maximum capacity, leaving it at zero will give you the default which is max capacity.

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