CostWeights
How much simulating a container costs a worker, from what is inside it.
Nebula · Packages/com.1by3.nebula/Runtime/Orchestrator/AssignmentPolicy.cs[Serializable]
public struct CostWeightsHow much simulating a container costs a worker, from what is inside it. Players are the expensive ones (an input stream, prediction, interest management), bots less so, server-driven entities less again; every container costs Base merely by being leased (its geometry, its scene entities, its ghosts). Ghosts are not counted: they are a consequence of the neighbours' load, not the container's own.
Fields
Base
public float Base;Player
public float Player;Bot
public float Bot;ServerDriven
public float ServerDriven;Other
public float Other;Properties
Default
public static CostWeights Default { get; }Methods
Of
public float Of(in ContainerLoad load);What this container costs. When the worker reported a per-entity cost sum (ContainerLoad.HasEntityCost) that sum is used: it is these same category weights with each entity's own multiplier applied (NebulaCost), so a world that sets no weights gets exactly the number the head count below gives. Otherwise the heads are counted here, as they always were.