Class CommandSendSystemGroup
Parent group of all systems that serialize ICommandData structs into the OutgoingCommandDataStreamBuffer buffer. The serialized commands are then sent later by the CommandSendPacketSystem. Only present in client world.
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation)]
[UpdateInGroup(typeof(GhostSimulationSystemGroup))]
[UpdateAfter(typeof(GhostInputSystemGroup))]
[UpdateAfter(typeof(GhostReceiveSystem))]
public class CommandSendSystemGroup : ComponentSystemGroup
Fields
k_MaxCommandSerializedPayloadBytes
The maximum serialized size of an individual Command payload, including command headers. Thus, verified after delta-compression.
Declaration
public const int k_MaxCommandSerializedPayloadBytes = 1024
Field Value
Type | Description |
---|---|
int |
k_MaxInputBufferSendSize
The maximum number of commands you can send from the client to the server - for a given ghost - in a single packet. k_MaxInputBufferSendBits. 2^5 = (0,31), but we can exclude zero, so it's (1,32).
Declaration
public const int k_MaxInputBufferSendSize = 32
Field Value
Type | Description |
---|---|
int |
Remarks
The number of commands that will be sent is <xref href="Unity.NetCode.ClientTickRate.TargetCommandSlack" data-throw-if-not-resolved="false"></xref> + <xref href="Unity.NetCode.ClientTickRate.NumAdditionalCommandsToSend" data-throw-if-not-resolved="false"></xref>
.