Nebula
Core

PredictedBehaviourBase

Non-generic surface Nebula's worker and client drive; game code derives from PredictedBehaviour<TInput>.

generated from the sources
public abstract class PredictedBehaviourBase : NetworkBehaviour

Non-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.

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