You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
/// Amount of times per second the receive queue is emptied and all messages inside are processed.
45
46
/// </summary>
47
+
[Tooltip("The amount of times per second the receive queue is emptied from pending incoming messages")]
46
48
publicintReceiveTickrate=64;
47
49
/// <summary>
48
50
/// The max amount of messages to process per ReceiveTickrate. This is to prevent flooding.
49
51
/// </summary>
52
+
[Tooltip("The maximum amount of Receive events to poll per Receive tick. This is to prevent flooding and freezing on the server")]
50
53
publicintMaxReceiveEventsPerTickRate=500;
51
54
/// <summary>
52
55
/// The amount of times per second every pending message will be sent away.
53
56
/// </summary>
57
+
[Tooltip("The amount of times per second the pending messages are sent")]
54
58
publicintSendTickrate=64;
55
59
/// <summary>
56
60
/// The amount of times per second internal frame events will occur, examples include SyncedVar send checking.
57
61
/// </summary>
62
+
[Tooltip("The amount of times per second the internal event loop will run. This includes for example SyncedVar checking and LagCompensation tracking")]
58
63
publicintEventTickrate=64;
59
64
/// <summary>
60
65
/// The maximum amount of NetworkedBehaviour's to process per tick.
61
66
/// This is useful to prevent the MLAPI from hanging a frame
62
67
/// Set this to less than or equal to 0 for unlimited
63
68
/// </summary>
69
+
[Tooltip("The maximum amount of NetworkedBehaviour SyncedVars to process per Event tick. This is to prevent freezing")]
64
70
publicintMaxBehaviourUpdatesPerTick=-1;
65
71
/// <summary>
66
72
/// The amount of seconds to wait for handshake to complete before timing out a client
67
73
/// </summary>
74
+
[Tooltip("The amount of seconds to wait for the handshake to complete before the client times out")]
68
75
publicintClientConnectionBufferTimeout=10;
69
76
/// <summary>
70
77
/// Wheter or not to use connection approval
71
78
/// </summary>
79
+
[Tooltip("Whether or not to force clients to be approved before they connect")]
72
80
publicboolConnectionApproval=false;
73
81
/// <summary>
74
82
/// The data to send during connection which can be used to decide on if a client should get accepted
75
83
/// </summary>
76
-
[HideInInspector]
84
+
[Tooltip("The connection data sent along with connection requests")]
77
85
publicbyte[]ConnectionData=newbyte[0];
78
86
/// <summary>
79
87
/// The amount of seconds to keep a lag compensation position history
80
88
/// </summary>
89
+
[Tooltip("The amount of seconds to keep lag compensation position history")]
81
90
publicintSecondsHistory=5;
82
91
/// <summary>
83
92
/// 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
84
93
/// </summary>
94
+
[Tooltip("Enable this to resync the NetworkedTime after the initial sync")]
85
95
publicboolEnableTimeResync=false;
86
96
/// <summary>
87
97
/// Whether or not to enable the NetworkedVar system. This system runs in the Update loop and will degrade performance, but it can be a huge convenience.
88
98
/// Only turn it off if you have no need for the NetworkedVar system.
89
99
/// </summary>
100
+
[Tooltip("Whether or not to enable the NetworkedVar system")]
90
101
publicboolEnableNetworkedVar=true;
91
102
/// <summary>
92
103
/// Wheter or not the MLAPI should check for differences in the prefabs at connection.
93
104
/// If you dynamically add prefabs at runtime, turn this OFF
94
105
/// </summary>
106
+
[Tooltip("Whether or not the MLAPI should check for differences in the prefab lists at connection")]
95
107
publicboolForceSamePrefabs=true;
96
108
/// <summary>
97
109
/// 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
98
110
/// 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
99
111
/// </summary>
112
+
[Tooltip("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\n"+
113
+
"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")]
100
114
publicboolUsePrefabSync=false;
101
115
/// <summary>
102
116
/// Decides how many bytes to use for Rpc messaging. Leave this to 2 bytes unless you are facing hash collisions
103
117
/// </summary>
118
+
[Tooltip("The maximum amount of bytes to use for RPC messages. Leave this to 2 unless you are facing hash collisions")]
/// 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.
108
122
/// </summary>
123
+
[Tooltip("The amount of seconds to wait for all clients to load a requested scene")]
109
124
publicintLoadSceneTimeOut=120;
110
125
/// <summary>
111
126
/// Wheter or not to enable the ECDHE key exchange to allow for encryption and authentication of messages
112
127
/// </summary>
128
+
[Tooltip("Whether or not to enable the ECDHE key exchange to allow for encryption and authentication of messages")]
113
129
publicboolEnableEncryption=false;
114
130
/// <summary>
115
131
/// Wheter or not to enable signed diffie hellman key exchange.
116
132
/// </summary>
133
+
[Tooltip("Whether or not to sign the diffie hellman key exchange to prevent MITM attacks on")]
117
134
publicboolSignKeyExchange=false;
118
135
/// <summary>
119
136
/// Pfx file in base64 encoding containing private and public key
120
137
/// </summary>
138
+
[Tooltip("The certificate in base64 encoded PFX format")]
0 commit comments