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SDK 0.10
SDK 0.10
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  • Server simulation frame
  • Client simulation frame
  • Client fixed simulation frame

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  1. coherence SDK for Unity

Simulation Frame

Last updated 2 years ago

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The simulation frame represents an internal clock that every Client syncs with a . This clock runs at a 60Hz frequency which means that the resolution of a single simulation frame is ~16ms.

There are 3 different simulation frame types used within the coherence:

Server simulation frame

The latest simulation frame received from the Replication Server. Accessible via CoherenceMonoBridge.NetworkTime.ServerSimulationFrame.

Client simulation frame

Local Client simulation frame that progresses with local time. Accessible via CoherenceMonoBridge.NetworkTime.ClientSimulationFrame.

Every Client tries to match the Client simulation frame with the Server simulation frame by continuously monitoring the distance between the two and adjusting the NetworkTime.NetworkTimeScale based on the distance, ping, delta time, and several other factors starting from the first simulation frame captured when the client first connects in NetworkTime.ConnectionSimulationFrame

The Time.timeScale is automatically set to the value of NetworkTime.NetworkTimeScale if the CoherenceMonoBridge.controlTimeScale is set to true (default value).

In perfect conditions, all Clients connected to a single session should have exactly the same ClientSimulationFrame value at any point in the real-world time.

The value of the ClientSimulationFrame can jump by more than 1 between two engine frames if the frame rate is low enough.

Client fixed simulation frame

Local simulation frame that progresses in user-controlled fixed steps. Accessible via CoherenceMonoBridge.ClientFixedSimulationFrame.

By default, the fixed step value is set to the Time.fixedDeltaTime.

Unlike ClientSimulationFrame the CoherenceMonoBridge.OnFixedNetworkUpdate loop never skips frames - it is guaranteed to run for every single frame increment.

The Client simulation frame is used to timestamp any outgoing Entity changes to achieve a consistent view of the World for all players. The receiving side uses it for of the synced values.

Just like the basic Client simulation frame, it uses the NetworkTime.NetworkTimeScale to correct the drift. The fixed simulation frame is used as a base for the fixed-step, network-driven simulation loop that is run via CoherenceMonoBridge.OnFixedNetworkUpdate. This loop is used internally to power the and the code.

interpolation
CoherenceInput
GGPO
Replication Server