Nebula
Interest

RelevancePriority

How much an entity's transform updates matter to the clients that hold it, relative to its distance from them (NetworkIdentity.RelevancePriority, docs/server-owned-entities.md D3).

generated from the sources
public enum RelevancePriority : byte

How much an entity's transform updates matter to the clients that hold it, relative to its distance from them (NetworkIdentity.RelevancePriority, docs/server-owned-entities.md D3). The gateway picks each client's update rate for an entity from its distance band (InterestSettings.NearRadius, InterestSettings.FarRadius) and this priority:

  • Priority near / middle / far
  • High every update / every update / InterestMidDivisor
  • Normal every update / InterestMidDivisor / InterestFarDivisor
  • Low InterestMidDivisor / InterestFarDivisor / InterestFarDivisor
  • Background InterestMidDivisor / none / none

"Every update" is every update the worker sends, which NetworkIdentity.UpdateInterval may already have slowed. "None" stops a client's updates without despawning the entity there: the client keeps it where it was last told, and still receives its reliable entries (where it came to rest, a teleport, a container change). A client's own pawn is always sent every update.

That table is the shift a priority gets by default. High, Low and Background can instead have tiers of their own (NebulaConfig.InterestHighTiers, NebulaConfig.InterestLowTiers, NebulaConfig.InterestBackgroundTiers), so a crowd can be slowed while players, at Normal, keep the global tiers.

Members

NameValueDescription
Normal0The configured distance tiers, unchanged. The default.
High1One tier better than its distance: every update out to InterestFarRadius. A boss, an escort target.
Low2One tier worse than its distance. Traffic, a crowd member, a critter.
Background3Updated only inside InterestNearRadius, at the middle band's rate; beyond it a client is told only where the entity comes to rest. For the many entities that matter only up close: townsfolk, ambient life.

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