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Unity.Networking.Transport.NetworkConfigParameter

The NetworkConfigParameter is used to set specific parameters that the driver uses.

Implements#

INetworkParameter

Inherited Members#

ValueType.Equals(Object)

ValueType.GetHashCode()

ValueType.ToString()

Object.Equals(Object, Object)

Object.GetType()

Object.ReferenceEquals(Object, Object)

Namespace: System.Dynamic.ExpandoObject#
Assembly: MLAPI.dll#
Syntax#
public struct NetworkConfigParameter : INetworkParameter

Fields#

connectTimeoutMS#

A timeout in milliseconds indicating how long we will wait until we send a new connection attempt.

Declaration#

public int connectTimeoutMS

Field Value#

TypeDescription
System.Int32

disconnectTimeoutMS#

A timeout in milliseconds indicating how long we will wait for a socket event, before we disconnect the socket.

Declaration#

public int disconnectTimeoutMS

Field Value#

TypeDescription
System.Int32

Remarks#

The connection needs to receive data from the connected endpoint within this timeout.

fixedFrameTimeMS#

A fixed amount of time to use for an interval between ScheduleUpdate. This is used instead of a clock.

Declaration#

public int fixedFrameTimeMS

Field Value#

TypeDescription
System.Int32

Remarks#

The main use for this parameter is tests where determinism is more important than correctness.

maxConnectAttempts#

The maximum amount of connection attempts we will try before disconnecting.

Declaration#

public int maxConnectAttempts

Field Value#

TypeDescription
System.Int32

maxFrameTimeMS#

The maximum amount of time a single frame can advance timeout values.

Declaration#

public int maxFrameTimeMS

Field Value#

TypeDescription
System.Int32

Remarks#

The main use for this parameter is to not get disconnects at frame spikes when both endpoints lives in the same process.

Implements#

INetworkParameter