Struct NetworkStreamSnapshotTargetSize
A per-connection component, which is used by the GhostSendSystem (on the server) to force a non-default packet size for snapshots. Must be added to the NetworkConnection entity for a connection, by your game logic.
Inherited Members
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public struct NetworkStreamSnapshotTargetSize : IComponentData, IQueryTypeParameter
Remarks
Helps enforce a specific KBPS target. For example: A value of 416 bytes * 60hz (via SimulationTickRate) = ~200kbit/s. Note, however, that this:
- Does not include or affect RPCs, commands, control messages, or UDP header overhead.
- Does include UTP packet header overhead.
Fields
Name | Description |
---|---|
Value | The desired packet size to use for the snapshot. By default, the packet size is the MTU minus some headers. It is possible to specify a packet size larger than a single MTU, in which case the snapshot data is sent using a pipeline that support fragmentation (see unreliableFragmentedPipeline. The upper bound limit for this value is payload capacity of the fragmentation pipeline (see FragmentationUtility). |