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    Class CommandSendSystemGroup

    Parent group of all systems that serialize ICommandData structs into the OutgoingCommandDataStreamBuffer buffer. The serialized commands are then sent later by the CommandSendPacketSystem. Only present in client world.

    Inheritance
    object
    CommandSendSystemGroup
    Namespace: Unity.Netcode
    Assembly: Unity.NetCode.dll
    Syntax
    [MovedFrom(true, "Unity.NetCode", null, null)]
    public class CommandSendSystemGroup : ComponentSystemGroup

    Fields

    k_MaxCommandSerializedPayloadBytes

    The maximum serialized size of an individual Command payload, including command headers. Thus, verified after delta-compression.

    Declaration
    public const int k_MaxCommandSerializedPayloadBytes = 1024
    Field Value
    Type Description
    int

    k_MaxInputBufferSendSize

    The maximum number of commands you can send from the client to the server - for a given ghost - in a single packet. k_MaxInputBufferSendBits. 2^5 = (0,31), but we can exclude zero, so it's (1,32).

    Declaration
    public const int k_MaxInputBufferSendSize = 32
    Field Value
    Type Description
    int
    Remarks

    The number of commands that will be sent is <xref href="Unity.Netcode.ClientTickRate.TargetCommandSlack" data-throw-if-not-resolved="false"></xref> + <xref href="Unity.Netcode.ClientTickRate.NumAdditionalCommandsToSend" data-throw-if-not-resolved="false"></xref>.

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