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    Struct NetworkStreamSnapshotTargetSize

    A per-connection component, which is used by the GhostSendSystem (on the server) to force a non-default packet size for snapshots. Must be added to the NetworkConnection entity for a connection, by your game logic.

    Implements
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    public struct NetworkStreamSnapshotTargetSize : IComponentData, IQueryTypeParameter
    Remarks

    Helps enforce a specific KBPS target. For example: A value of 416 bytes * 60hz (via SimulationTickRate) = ~200kbit/s. Note, however, that this:

    • Does not include or affect RPCs, commands, control messages, or UDP header overhead.
    • Does include UTP packet header overhead.

    Fields

    Value

    The desired packet size to use for the snapshot. By default, the packet size is the Unity.Networking.Transport.NetworkParameterConstants.MaxMessageSize minus some headers. It is possible to specify a packet size larger than a single Unity.Networking.Transport.NetworkParameterConstants.MaxMessageSize, in which case the snapshot data is sent using a pipeline that support fragmentation (see unreliableFragmentedPipeline. The upper bound limit for this value is payload capacity of the fragmentation pipeline (see Unity.Networking.Transport.Utilities.FragmentationUtility).

    Declaration
    public int Value
    Field Value
    Type Description
    int
    Remarks

    There is a minimum snapshot size, which ensures that some new and destroyed entities get replicated, and ensures that at least one ghost is replicated in every snapshot. See GhostChunkSerializer for this behaviour.

    Implements

    Unity.Entities.IComponentData
    Unity.Entities.IQueryTypeParameter
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