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    Class CommonNetworkParametersExtensions

    Extensions for NetworkConfigParameter.

    Inheritance
    object
    CommonNetworkParametersExtensions
    Inherited Members
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    Namespace: Unity.Networking.Transport
    Assembly: Unity.Networking.Transport.dll
    Syntax
    public static class CommonNetworkParametersExtensions

    Methods

    GetNetworkConfigParameters(ref NetworkSettings)

    Gets the NetworkConfigParameter in the settings.

    Declaration
    public static NetworkConfigParameter GetNetworkConfigParameters(this ref NetworkSettings settings)
    Parameters
    Type Name Description
    NetworkSettings settings

    Settings to get parameters from.

    Returns
    Type Description
    NetworkConfigParameter

    Structure containing the network parameters.

    WithNetworkConfigParameters(ref NetworkSettings, int, int, int, int, int, int, int, int, int, bool)

    Declaration
    public static ref NetworkSettings WithNetworkConfigParameters(this ref NetworkSettings settings, int connectTimeoutMS, int maxConnectAttempts, int disconnectTimeoutMS, int heartbeatTimeoutMS, int reconnectionTimeoutMS, int maxFrameTimeMS, int fixedFrameTimeMS, int receiveQueueCapacity, int sendQueueCapacity, bool performPathMtuDiscovery)
    Parameters
    Type Name Description
    NetworkSettings settings
    int connectTimeoutMS
    int maxConnectAttempts
    int disconnectTimeoutMS
    int heartbeatTimeoutMS
    int reconnectionTimeoutMS
    int maxFrameTimeMS
    int fixedFrameTimeMS
    int receiveQueueCapacity
    int sendQueueCapacity
    bool performPathMtuDiscovery
    Returns
    Type Description
    NetworkSettings

    WithNetworkConfigParameters(ref NetworkSettings, int, int, int, int, int, int, int, int, int, int, bool)

    Sets the NetworkConfigParameter in the settings.

    Declaration
    public static ref NetworkSettings WithNetworkConfigParameters(this ref NetworkSettings settings, int connectTimeoutMS = 1000, int maxConnectAttempts = 60, int disconnectTimeoutMS = 30000, int heartbeatTimeoutMS = 500, int reconnectionTimeoutMS = 2000, int maxFrameTimeMS = 0, int fixedFrameTimeMS = 0, int receiveQueueCapacity = 512, int sendQueueCapacity = 512, int maxMessageSize = 1400, bool performPathMtuDiscovery = false)
    Parameters
    Type Name Description
    NetworkSettings settings

    Settings to modify.

    int connectTimeoutMS

    Time between connection attempts.

    int maxConnectAttempts

    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.

    int disconnectTimeoutMS

    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). To prevent this from happenning when the game session is simply quiet, set heartbeatTimeoutMS to a positive non-zero value. A value of 0 will disable the feature entirely, i.e. connections will never timeout.

    int heartbeatTimeoutMS

    Time after which if nothing from a peer is received, a heartbeat message will be sent to keep the connection alive. Prevents the disconnectTimeoutMS mechanism from kicking when nothing happens on a connection. A value of 0 will disable heartbeats.

    int reconnectionTimeoutMS

    Time after which to attempt to re-establish a connection if nothing is received from the peer. This is used to re-establish connections for example when a peer's IP address changes (e.g. mobile roaming scenarios). To be effective, should be less than disconnectTimeoutMS but greater than heartbeatTimeoutMS. A value of 0 will disable this functionality. Note that this is only supported on connections using DTLS (with or without Relay) at the moment. Roaming is automatically supported for UDP non-DTLS connections without a need for this setting. WebSockets currently don't support roaming scenarios at all (except for what could be provided by the browser).

    int maxFrameTimeMS

    Maximum amount of time a single frame can advance timeout values. In this scenario, a frame is defined as the time between two ScheduleUpdate(JobHandle) calls. Useful when debugging to avoid connection timeouts.

    int fixedFrameTimeMS

    Fixes a fixed amount of time to be used each frame for the purpose of timeout calculations. For example, setting this value to 1000 will have the driver consider that 1 second passed between each call to ScheduleUpdate(JobHandle), even if that's not actually the case. Only useful for testing scenarios, where deterministic behavior is more important than correctness.

    int receiveQueueCapacity

    Capacity of the receive queue. This should be the maximum number of packets expected to be received in a single update (each frame). The best value for this will depend heavily on the game type, but generally should be a multiple of the maximum number of players. The only impact of increasing this value is increased memory usage, with an expected ~1400 bytes of memory being used per unit of capacity. The queue is shared across all connections, so servers should set this higher than clients.

    int sendQueueCapacity

    Capacity of the send queue. This should be the maximum number of packets expected to be send in a single update (each frame). The best value will depend heavily on the game type, but generally should be a multiple of the maximum number of players. The only impact of increasing this value is increased memory usage, with an expected ~1400 bytes of memory being used per unity of capacity. The queue is shared across all connections, so servers should set this higher than clients.

    int maxMessageSize

    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.

    bool performPathMtuDiscovery

    Whether or not to perform Path MTU discovery. If this is false, the connection's path MTU will always be maxMessageSize. If true, then during the connection handshake, a path MTU discovery pass will be performed. If the discovered MTU is smaller than maxMessageSize, the max message size for that connection will be reduced accordingly, but if larger, it will never exceed maxMessageSize. This process is only done once during connection; we do not attempt to discover changes in the Path MTU during gameplay, as many gameplay systems are not built to be able to adapt to such changes.

    Returns
    Type Description
    NetworkSettings

    Settings structure with modified values.

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