Simulation frequency
If we don't do any special configuration, entity data is captured at the highest possible frequency and sent to the replication server. This often generates more data than is needed to efficiently replicate the entity's state across the network.
Global simulator frequency
On a simulator, we can limit the framerate globally using Unity's built-in static variable targetFrameRate.
Per-component frequency limitation
Components can have their own maximum simulation framerates. These can be defined at runtime by adding a Set[ComponentName]Frequency
component to the entity.
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