Netcode Project Settings reference
Netcode for Entities uses classes from the Entities DOTS Settings to define Netcode-specific settings. To open these project settings, go to Edit > Project Settings > Entities.
Netcode Client Target
The Netcode Client Target dropdown menu determines whether the resulting client build supports hosting server worlds in-process.
Netcode Client Target | Use-cases |
---|---|
ClientAndServer |
Users can host their own servers (via UI) in the main game executable. Calling ClientServerBootstrap.CreateServerWorld will work. |
ClientOnly |
The server can only be hosted by you, the developer. Use this option to ship a DGS (Dedicated Game Server) executable alongside your game executable. Use ClientOnly for the game client build and ClientAndServer for the DGS build (automatic). Your players won't have access to server hosting functionality and calling ClientServerBootstrap.CreateServerWorld throws a NotSupportedException . |
The Build Type setting is only valid for non-DGS build targets. Client-hosted servers are supported in standalone, console, and mobile builds.
Build Type | Netcode Client Target | Defines |
---|---|---|
Standalone Client | ClientAndServer |
Neither the UNITY_CLIENT , nor the UNITY_SERVER are set (not in built players, nor in-Editor). |
Standalone Client | ClientOnly |
The UNITY_CLIENT define is set in the build (but not in-Editor). |
Dedicated Game Server | N/A | The UNITY_SERVER define is set in the build (but not in-Editor). |
For either build type, specific baking filters can be specified in the DOTS project settings, as described in the following section.
Excluded Baking System Assemblies
To build a standalone server, you need to switch to a Dedicated Server
platform. When building a server, the UNITY_SERVER
define is set automatically (and also automatically set in the Editor). The DOTS project setting will reflect this change by using the setting for the server build type.
Additional Scripting Defines
Use the following scripting defines to determine mode-specific baking settings (via Excluded Baking System Assemblies
and Additional Scripting Defines
) for both the Editor and builds. For example, the inclusion and exclusion of specific C# assemblies.
Setting | Description |
---|---|
Netcode Client Target | Determine whether or not you want the resulting client build to support hosting a game (as a server). |
Excluded Baking System Assemblies | Add assembly definition assets to exclude from the baking system. You can set this for both client and server setups. |
Additional Scripting Defines | Add additional scripting defines to exclude specific client or server code from compilation. |
NetCodeConfig
ScriptableObject
Netcode for Entities has a ScriptableObject called NetCodeConfig
that allows you to change ClientServerTickRate
, ClientTickRate
, GhostSendSystemData
, and NetworkConfigParameter
(from Unity Transport) parameters without writing any C#. It also has a dedicated 'Netcode for Entities' Project Settings page under Edit > Project Settings > Multiplayer. Refer to the NetCodeConfig
API documentation for more information on each property.
You can also refer to the API documentation for ClientServerTickRate
, ClientTickRate
, GhostSendSystemData, and NetworkConfigParameter
.
Using NetCodeConfig
- Create a
NetCodeConfig
ScriptableObject via either Unity's Create menu, the Multiplayer menu, or the Project Settings helper button. Default values are the recommended defaults. - Open the Multiplayer Project Settings window, and set your ScriptableObject as the global one.
- Warning: This action may cause runtime errors in your project, as this config will clobber any user-code which adds, removes, or modifies these singleton components directly.
- Modify any settings you'd like to. Most fields support live-tweaking, and those that don't are disabled during Play mode.