docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct NetworkParameterConstants

    Default values used for the different network parameters. These parameters (except the MTU) can be set with WithNetworkConfigParameters(ref NetworkSettings, int, int, int, int, int, int, int).

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.Networking.Transport
    Assembly: solution.dll
    Syntax
    public struct NetworkParameterConstants

    Fields

    Name Description
    ConnectTimeoutMS

    Default time between connection attempts.

    DisconnectTimeoutMS

    Default inactivity timeout for a connection. If nothing is received on a connection for this amount of time, it is disconnected (a Disconnect event will be generated).

    DriverDataStreamSize

    Default size of the internal buffer for received payloads.

    HeartbeatTimeoutMS

    Default amount of time after which if nothing from a peer is received, a heartbeat message will be sent to keep the connection alive.

    InitialEventQueueSize

    The default initial size of the event queue.

    InvalidConnectionId

    Unused.

    MTU

    Same as MaxMessageSize.

    MaxConnectAttempts

    Default maximum number of connection attempts to try. If no answer is received from the server after this number of attempts, a Disconnect event is generated for the connection.

    MaxMessageSize

    Default maximum size of a packet that can be sent by the transport. Note that this size includes any headers that could be added by the transport (e.g. headers for DTLS or pipelines), which means the actual maximum message size that can be sent by a user is slightly less than this value. To find out what the size of these headers is, use MaxHeaderSize(NetworkPipeline). It is possible to send messages larger than that by sending them through a pipeline with a FragmentationPipelineStage. These headers do not include those added by the OS network stack (like UDP or IP).

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)