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    Struct SimulatorPipelineStage

    This pipeline stage can be used to add artificial network conditions (packet loss, latency, etc.) to the traffic going through it. This is useful to test a game under conditions closer to what can be observed in real networks.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    ValueType.ToString()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.Networking.Transport
    Syntax
    [BurstCompile]
    public struct SimulatorPipelineStage : INetworkPipelineStage

    Properties

    StaticSize

    Amount of data that the pipeline stage requires in "static" storage (storage shared by all instances of the pipeline stage). For example, this is often used to store configuration parameters obtained through NetworkSettings.

    Declaration
    public readonly int StaticSize { get; }
    Property Value
    Type Description
    Int32

    Size in bytes.

    Implements
    INetworkPipelineStage.StaticSize

    Methods

    StaticInitialize(Byte*, Int32, NetworkSettings)

    Initialize the static storage for the pipeline from the settings. More importantly, this method is responsible for providing the NetworkPipelineStage structure, which contains function pointers for most of the pipeline stage functionality.

    Declaration
    public NetworkPipelineStage StaticInitialize(byte *staticInstanceBuffer, int staticInstanceBufferLength, NetworkSettings settings)
    Parameters
    Type Name Description
    Byte* staticInstanceBuffer

    Static storage pointer.

    Int32 staticInstanceBufferLength

    Static storage length.

    NetworkSettings settings

    Settings provided to the driver.

    Returns
    Type Description
    NetworkPipelineStage

    Runtime information for a pipeline instance.

    Implements
    INetworkPipelineStage.StaticInitialize(Byte*, Int32, NetworkSettings)
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