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
Inherited Members
Namespace: Unity.Netcode
Assembly: Unity.NetCode.dll
Syntax
[MovedFrom(true, "Unity.NetCode", null, null)]
public struct NetworkStreamSnapshotTargetSize : IComponentData
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 NetworkParameterConstants.MaxMessageSize minus some headers. It is possible to specify a packet size larger than a single 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.