Class NetcodeServerRateManager
Server world's main update rate manager. Determines whether simulation system group should run or not, depending on tick rate and
accumulator logic.
Inheritance
NetcodeServerRateManager
Assembly: Unity.NetCode.dll
Syntax
public class NetcodeServerRateManager : IRateManager
Properties
Timestep
Declaration
public float Timestep { get; set; }
Property Value
Methods
ShouldGroupUpdate(ComponentSystemGroup)
Internal (do not use) method called on system group edges, to determine if should enter or exit
Declaration
public bool ShouldGroupUpdate(ComponentSystemGroup group)
Parameters
Returns
Type |
Description |
bool |
If the group should update
|
WillUpdate()
Utility method to help determine if the server SimulationSystemGroup will update this frame or not. This should only be valid when TargetFrameRateMode is set to BusyWait
This can be useful if your host's rate mode is set to BusyWait and you want to do client operations during frames where your server isn't ticking.
Ex: for a tick rate of 60Hz and a frame rate of 120Hz, a client hosted server would execute 2 frames for every tick. In other words, your game would be
less busy one frame out of two. This can be used to do extra operations.
This method can be accessible through the server's rate manager.
Declaration
Returns
Type |
Description |
bool |
Whether the server's simulation system group will update this frame or not
|
Examples
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
[UpdateInGroup(typeof(InitializationSystemGroup))]
public partial class DoExtraWorkSystem : SystemBase
{
protected override void OnUpdate()
{
var serverRateManager = ClientServerBootstrap.ServerWorld.GetExistingSystemManaged<SimulationSystemGroup>().RateManager as NetcodeServerRateManager;
if (!serverRateManager.WillUpdate())
DoExtraWork(); // We know this frame will be less busy, we can do extra work
}
}
Implements
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.