Class NetCodeDebugConfigAuthoring
Add this component to a gameobject present in a sub-scene to configure the NetDebug logging level and enable packet dumps.
Inherited Members
Component.GetComponentIndex()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Scene)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.NetCode
Assembly: Unity.NetCode.Authoring.Hybrid.dll
Syntax
[HelpURL("https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/Unity.NetCode.NetCodeDebugConfigAuthoring.html")]
public class NetCodeDebugConfigAuthoring : MonoBehaviour
Fields
DumpPackets
Enable/Disable per connection packet dumps. When enabled, for each connection a file is created containing all the packet sent (for the server) or received (for the client). The packet dump use quite a lot of resources and should be used mostly (if not only) for debugging replication issues.
Declaration
public bool DumpPackets
Field Value
Type | Description |
---|---|
bool |
LogLevel
The current debug level used by netcode.
Declaration
public NetDebug.LogLevelType LogLevel
Field Value
Type | Description |
---|---|
NetDebug.LogLevelType |