Namespace KaijuSolutions.MultiplayerEngine.Synchronization
Functions for manual packet packing, unpacking, and interpolation, which could be useful for creating a custom networking solution with Kaiju Multiplayer Engine.
Classes
KaijuInterpolation
Core values for interpolation.
KaijuInterpolator<T>
Allow for interpolating data over the network.
KaijuPacker
Handle packing and unpacking data.
KaijuTicker
Base class for tickers to inherit from.
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.
KaijuTickerRate
Provides an easy means to tick your local client at a given rate for networking.
Structs
KaijuInterpolator<T>.KaijuInterpolationState
Past interpolation state data.