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if(LogHelper.CurrentLogLevel<=LogLevel.Developer)LogHelper.LogInfo($"Received network time {netTime}, RTT to server is {rtt}, setting offset to {networkTimeOffset} (delta {networkTimeOffset-currentNetworkTimeOffset})");
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if(LogHelper.CurrentLogLevel<=LogLevel.Developer)LogHelper.LogInfo($"Received network time {netTime}, RTT to server is {rtt}, {(warp?"setting":"smearing")} offset to {networkTimeOffset} (delta {networkTimeOffset-currentNetworkTimeOffset})");
Copy file name to clipboardExpand all lines: docs/_docs/advanced-topics/bitwriter-bitreader-bitstream.md
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@@ -45,7 +45,7 @@ MyEnum value = (Myenum)reader.ReadBits(3);
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```
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#### Performance concideration
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When the stream is not aligned, (BitAlgiend == false, this occurs when writing bits that does fill the whole byte, or when writing bools as they are written as bits), performance is decreased for each write and read. This is only a big concern if you are about to write a large amount of data after not being aligned. To solve this, the BitWriter allows you to "WritePadBits" and the BitReader then lets you skip those bits with "SkipPadBits" to align the stream to the nearest byte.
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When the stream is not aligned, (BitAligned == false, this occurs when writing bits that does fill the whole byte, or when writing bools as they are written as bits), performance is decreased for each write and read. This is only a big concern if you are about to write a large amount of data after not being aligned. To solve this, the BitWriter allows you to "WritePadBits" and the BitReader then lets you skip those bits with "SkipPadBits" to align the stream to the nearest byte.
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```csharp
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writer.WriteBool(true); //Now the stream is no longer aligned. Every byte has to be offset by 1 bit.
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Copy file name to clipboardExpand all lines: docs/_docs/the-basics/networkedvar.md
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@@ -15,7 +15,7 @@ Since the NetworkedVar container is a wrapper container around the value, the va
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<h3 class="panel-title">Disclaimer</h3>
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</div>
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<div class="panel-body">
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The NetworkedVar, NetworkedList and NetworkedDictionary implementations are <b>primarly</b> designed as samples showing to do create INetworkedVar structures. The NetworkedVar container is however concidered production ready for simple types.
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The NetworkedVar, NetworkedList and NetworkedDictionary implementations are <b>primarily</b> designed as samples showing how to create INetworkedVar structures. The NetworkedVar container is however concidered production ready for simple types.
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</div>
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</div>
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### Serialization
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Since the NetworkedVar class is a generic, editor serialization is NOT supported, it's only avalible through editor scripts for viewing the values. To get proper serialization. A clone of the NetworkedVar implementation has to be done for each type you wish to use. Ex: NetworkedVarInt where you replace all the usages of T with int.
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The MLAPI provides a few default serializable implementations of the NetworkedVar, they are called NetworkedVar<TYPE> where "<TYPE>" is the type.
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The MLAPI provides a few default serializable implementations of the NetworkedVar, they are called NetworkedVar<TYPE> where "<TYPE>" is the type.
When you are owner of an object. You can check for ``IsOwner`` in any NetworkedBehaviour, similar to how player objects can do ``IsLocalPlayer``
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When you are owner of an object, you can check for ``IsOwner`` in any NetworkedBehaviour, similar to how player objects can do ``IsLocalPlayer``
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## Object destruction
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When a client disconnects. All objects owned by that client will be destroyed. If you don't want that. (Ex. if you want the objects to be dropped), you can remove ownership just before they are destroyed.
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When a client disconnects, all objects owned by that client will be destroyed. If you don't want that (Ex. if you want the objects to be dropped), you can remove ownership just before they are destroyed.
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Simply remove the ownership in the OnDestroy method on the player object that owns the object and remove ownership there. That will be handled before the owned object is destroyed.
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Simply remove the ownership in the OnDestroy method on the player object that owns the object and remove ownership there. That will be handled before the owned object is destroyed.
Copy file name to clipboardExpand all lines: docs/_docs/the-basics/scene-management.md
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@@ -3,7 +3,7 @@ title: Scene Management
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permalink: /wiki/scene-management/
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---
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The MLAPI can manage synchronized scene management for you. To use this, it first has to be enabled in NetworkingConfiguration. EnableSceneSwitching has to be set to true and all scenes that are going to be used during Networking has to be registered. The NetworkingConfiguration.RegisteredScenes list has to be populated with all scene names, this a simple security measure to ensure rouge servers don't request client's to switch to sensitive scenes.
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The MLAPI can manage synchronized scene management for you. To use this, it first has to be enabled in NetworkingConfiguration. EnableSceneSwitching has to be set to true and all scenes that are going to be used during Networking have to be registered. The NetworkingConfiguration.RegisteredScenes list has to be populated with all scene names, this a simple security measure to ensure rogue servers don't request client's to switch to sensitive scenes.
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Note:
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_The scene that is active when the Server is started has to be registered_
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