Core
PredictedBehaviourBase
Non-generic surface Nebula's worker and client drive; game code derives from PredictedBehaviour<TInput>.
generated from the sources
Abstract class in namespace
Nebula · Packages/com.1by3.nebula/Runtime/Core/PredictedBehaviour.cspublic abstract class PredictedBehaviourBase : NetworkBehaviourNon-generic surface Nebula's worker and client drive; game code derives from PredictedBehaviour<TInput>.
Properties
LastProcessedInputTick
public uint LastProcessedInputTick { get; protected set; }Server: tick of the newest input actually simulated. Reported to the owner for reconciliation.
ProcessedInputThisTick
public bool ProcessedInputThisTick { get; protected set; }Server: true when the most recent tick consumed a real (not repeated) input, i.e. the reported state is comparable to the owner's prediction.
PendingInputCount
public int PendingInputCount { get; protected set; }InputsMissed
public int InputsMissed { get; protected set; }Corrections
public int Corrections { get; protected set; }LastCorrectionMagnitude
public float LastCorrectionMagnitude { get; protected set; }InputLeadMin
public int InputLeadMin { get; } = int.MaxValue;Server: the smallest input lead (input tick minus the worker's current tick at arrival) seen since the last TakeInputLead. An input only gets simulated when it arrives with a lead of at least 1; the owner uses this to stretch or relax how far ahead it sends. int.MaxValue while nothing arrived.