Class KaijuTickerPhysics
Provides an easy means to tick your local client every physics step. Note that TicksPerSecond will not be accurate unless one divided by Time.fixedDeltaTime equals an integer value. Additionally, computationally expensive games may cause the physics step to not truly run at the given rate. Further, dynamically changing it or Time.timeScale at runtime will result in undefined behavior. If your game requires either of these, it is recommended you use the KaijuTickerRate instead.
Namespace: KaijuSolutions.MultiplayerEngine.Synchronization
Syntax
public sealed class KaijuTickerPhysics : KaijuTicker
Properties
TicksPerSecond
The number of ticks per second to run at, calculated by dividing one by the Time.fixedDeltaTime and multiplied by the Time.timeScale. You must ensure this produces an integer value without any decimals or interpolation may not work properly.
Declaration
public override uint TicksPerSecond { get; }
Property Value
| Type | Description |
|---|---|
| System.UInt32 |
Overrides
Methods
Connected()
Handle spinning up the background thread to increment the tick.
Declaration
protected override void Connected()
Overrides
Disconnected()
Handle shutting down the background thread to increment the tick.
Declaration
protected override void Disconnected()