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)
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@@ -36,12 +36,27 @@ namespace Unity.Netcode
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/// Gets or sets the ratio at which the NetworkTimeSystem speeds up or slows down time.
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/// </summary>
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public double AdjustmentRatio { get; set; }
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/// <summary>
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/// The current local time with the local time offset applied
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/// </summary>
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public double LocalTime => m_TimeSec + m_CurrentLocalTimeOffset;
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/// <summary>
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/// The current server time with the server time offset applied
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/// </summary>
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public double ServerTime => m_TimeSec + m_CurrentServerTimeOffset;
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internal double LastSyncedServerTimeSec { get; private set; }
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internal double LastSyncedRttSec { get; private set; }
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/// <summary>
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/// The constructor class for <see cref="NetworkTickSystem"/>
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/// </summary>
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/// <param name="localBufferSec">The amount of time, in seconds, the server should buffer incoming client messages.</param>
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/// <param name="serverBufferSec">The amount of the time in seconds the client should buffer incoming messages from the server.</param>
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/// <param name="hardResetThresholdSec">The threshold, in seconds, used to force a hard catchup of network time.</param>
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/// <param name="adjustmentRatio">The ratio at which the NetworkTimeSystem speeds up or slows down time.</param>
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public NetworkTimeSystem(double localBufferSec, double serverBufferSec, double hardResetThresholdSec, double adjustmentRatio = 0.01d)
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{
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LocalBufferSec = localBufferSec;
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