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Copy file name to clipboardExpand all lines: MLAPI/Data/NetworkConfig.cs
+16-50Lines changed: 16 additions & 50 deletions
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@@ -60,7 +60,7 @@ public class NetworkConfig
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/// </summary>
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[SerializeField]
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[HideInInspector]
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internalstringPlayerPrefabName;
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internalulongPlayerPrefabHash;
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/// <summary>
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/// The size of the receive message buffer. This is the max message size including any MLAPI overheads.
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/// </summary>
@@ -111,10 +111,6 @@ public class NetworkConfig
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/// </summary>
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publicintSecondsHistory=5;
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/// <summary>
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/// Wheter or not to enable scene switching
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/// </summary>
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publicboolEnableSceneSwitching=true;
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/// <summary>
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/// If your logic uses the NetworkedTime, this should probably be turned off. If however it's needed to maximize accuracy, this is recommended to be turned on
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/// </summary>
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publicboolEnableTimeResync=false;
@@ -124,13 +120,14 @@ public class NetworkConfig
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/// </summary>
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publicboolForceSamePrefabs=true;
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/// <summary>
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/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
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/// If true, all NetworkedObject's need to be prefabs and all scene objects will be replaced on server side which causes all serialization to be lost. Useful for multi project setups
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/// If false, Only non scene objects have to be prefabs. Scene objects will be matched using their PrefabInstanceId which can be precomputed globally for a scene at build time. Useful for single projects
/// The amount of seconds to wait on all clients to load requested scene before the SwitchSceneProgress onComplete callback, that waits for all clients to complete loading, is called anyway.
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