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Unity.Networking.Transport.SimulatorPipelineStage

The SimulatorPipelineStage could be added on either the client or server to simulate bad network conditions. It's best to add it as the last stage in the pipeline, then it will either drop the packet or add a delay right before it would go on the wire.

Implements#

INetworkPipelineStage

Inherited Members#

ValueType.Equals(Object)

ValueType.GetHashCode()

ValueType.ToString()

Object.Equals(Object, Object)

Object.GetType()

Object.ReferenceEquals(Object, Object)

Namespace: System.Dynamic.ExpandoObject#
Assembly: transport.dll#
Syntax#
public struct SimulatorPipelineStage : INetworkPipelineStage

StaticSize#

Declaration#

public readonly int StaticSize { get; }

Property Value#

TypeDescription
System.Int32

#

StaticInitialize(Byte*, Int32, INetworkParameter[])#

Statics the initialize using the specified static instance buffer

Declaration#

public NetworkPipelineStage StaticInitialize(byte *staticInstanceBuffer, int staticInstanceBufferLength, INetworkParameter[] netParams)

Parameters#

TypeNameDescription
System.Byte*staticInstanceBufferThe static instance buffer
System.Int32staticInstanceBufferLengthThe static instance buffer length
INetworkParameter[]netParamsThe net params

Returns#

TypeDescription
NetworkPipelineStageThe network pipeline stage

Implements#

INetworkPipelineStage