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NetCodeClientAndServerSettings.asset
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43 lines (43 loc) · 1.56 KB
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%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &1
MonoBehaviour:
m_ObjectHideFlags: 61
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 4111970df3904877aade1a474116e5c2, type: 3}
m_Name:
m_EditorClassIdentifier:
FilterSettings:
ExcludedBakingSystemAssemblies: []
AdditionalScriptingDefines:
- FRONTEND_PLAYER_BUILD
GlobalNetCodeConfig: {fileID: 11400000, guid: f6be9d6edab1ed343b7d241d1d139ff9,
type: 2}
CurrentImportanceSuggestions:
- MinValue: 1
MaxValue: 4
Name: Low Importance
Tooltip: For cosmetic (i.e. visual-only) ghosts like glass bottles, signs, beach-balls,
and cones etc. Typically <b>Static</b>.
- MinValue: 5
MaxValue: 40
Name: Medium Importance
Tooltip: For common gameplay-affecting ghosts like trees, doors, explosive barrels,
dropped loot etc. Typically <b>Static</b>.
- MinValue: 50
MaxValue: 1000
Name: High Importance
Tooltip: For per-player and objective-critical ghosts like Player Character Controllers
and CTF flags etc. Typically for <b>Dynamic</b> i.e. <b>Predicted</b> ghosts.
<b>UsePreSerialization</b> is likely a good fit.
- MinValue: 2000
MaxValue: 100000
Name: Critical Importance
Tooltip: For gameplay critical singletons like the one keeping the current score,
or the one denoting whether or not the current round has started etc. Choose
<b>UsePreSerialization</b>, and use sparingly.