com.unity.netcode.gameobjects@1.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [1.0.0] - 2022-06-27 ### Changed - Changed version to 1.0.0. (#2046)
This commit is contained in:
@@ -3,6 +3,10 @@ using Unity.Profiling;
|
||||
|
||||
namespace Unity.Netcode
|
||||
{
|
||||
/// <summary>
|
||||
/// Provides discretized time.
|
||||
/// This is useful for games that require ticks happening at regular interval on the server and clients.
|
||||
/// </summary>
|
||||
public class NetworkTickSystem
|
||||
{
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
@@ -69,6 +73,8 @@ namespace Unity.Netcode
|
||||
/// <summary>
|
||||
/// Called after advancing the time system to run ticks based on the difference in time.
|
||||
/// </summary>
|
||||
/// <param name="localTimeSec">The local time in seconds</param>
|
||||
/// <param name="serverTimeSec">The server time in seconds</param>
|
||||
public void UpdateTick(double localTimeSec, double serverTimeSec)
|
||||
{
|
||||
// store old local tick to know how many fixed ticks passed
|
||||
|
||||
Reference in New Issue
Block a user