Struct NetworkTimeSystemData
Stores the internal state of the NetworkTimeSystem. The component should be used for pure inspection or backup the data. Please don't change the the state values direclty.
Inherited Members
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public struct NetworkTimeSystemData : IComponentData, IQueryTypeParameter
Fields
Name | Description |
---|---|
avg |
The average of the delta ticks in between snapshot. Is the current perceived estimate of the SimulationTickRate/SnapshotTickRate. Ex: If the server send at 30hz and the sim is 60hz the avg ratio should be 2 |
avg |
The packet arrival rate exponential average |
current |
The current interpolation delay ticks, used to offset the last estimated server tick in the past. |
dev |
The "std" deviation / jitter (actually an approximation of it) of the perceived netTickRate. |
interpolate |
The calculated intepolated tick, used to display interpolated ghosts. |
last |
The local timestamp when received the last packet. Used to calculated the perceived packet arrival rate. |
latest |
The latest snapshot tick received from the server. Used to calculate the delta ticks in between snapshot. |
latest |
the fixed point exponential average of the difference in between the estimated tick and the actual snapshot tick
received from the server. Used to adjust the latest |
latest |
An internal estimate of the tick we are suppose to receive from server. PredictedTick and InterpolatedTick are extrapolotated from that. |
predict |
The estimated tick at which the server will received the client commands. |
sub |
The residual tick portion of the interpolateTargetTick. |
sub |
The residual tick portion of the predictTargetTick. |