Field ServerTick
The current simulated server tick the server will run this frame. Always start from 1. 0 is consider an invalid value. The ServerTick value behave differently on client and server. On the server:
- it is always a "full" tick
- strict monontone and continue (up to the wrap around)
- the same inside or outside the prediction loop On the client:
- it is the tick the client predict the server should simulate this frame. Depends on current lag and command slack
- can be either a full or partial.
- if the tick is partial, the client would run the simulation for it multiple time, each time with a different delta time proportion
- it is not monotone:
- in some rare/recovery situation may rollback or having jump forward (due to time/lag adjustments).
- during the prediction loop the ServerTick value is changed to match either the last full simulated tick or , in case of a rollback because a snapshot has been received, to the oldest received tick among all entities. In both case, and the end of of the prediction loop the server tick will be reset to current predicted server tick.
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public NetworkTick ServerTick
Returns
Type | Description |
---|---|
NetworkTick |