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    Namespace Unity.Netcode.NetcodeTime

    Structs

    NetworkTime

    Present on both client and server world, singleton component that contains all the timing characterist of the client/server simulation loop.

    NetworkTimeSystem

    System responsible for estimating the ServerTick and InterpolationTick using the current round trip time (see NetworkSnapshotAck) and feedback from the server (see ServerCommandAge).

    The system tries to keep the server tick (present on the client) ahead of the server, such that input commands (see ICommandData and IInputComponentData) are received before the server needs them for the simulation. The system speeds up and slows down the client simulation elapsed delta time to compensate for changes in the network condition, and makes the reported ServerCommandAge close to the TargetCommandSlack.

    This time synchronization start taking place as soon as the first snapshot is received by the client. Because of that, until the client NetworkStreamConnection is not set in-game (see NetworkStreamInGame), the calculated server tick and interpolated are always 0.

    In the case where the client and server world are on the same process, and an IPC connection is used (see IPC), some special optimizations can be applied. E.g. In this case the client should always run 1 tick per frame (server and client update in tandem).

    NetworkTimeSystemData

    Stores the internal state of the NetworkTimeSystem. The component should be used for pure inspection or backup the data. Please don't change the the state values direclty.

    UnscaledClientTime

    Component added to the NetworkTime singleton entity when it is created in a client world. Contains the unscaled application ElapsedTime and DeltaTime.

    UpdateNetworkTimeSystem

    System in charge of updating some network time values in advance, so they can be used outside the normal Unity.Entities.SimulationSystemGroup. For example, in GhostBehaviour's Update. In order to get IsOffFrame, make sure your system executes after this system.

    Enums

    NetworkTimeFlags

    Flags used by NetworkTime singleton to add some properties to the current simulated tick. See the individual flags documentation for further information.

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