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feat: remove the ability to disable prediction globally from game config
Disabling prediction globally had almost no benefits and very few use cases, but complicated the code and confused game developers. Predictability can still be configured for each ElympicsBehaviour independently and it is possible to disable it for every object in a game.
Copy file name to clipboardExpand all lines: Editor/Config/ElympicsGameConfigEditor.uxml
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<ui:SliderInt picking-mode="Ignore" label="Input buffer size" high-value="100" name="input-buffer-size" low-value="1" show-input-field="true" binding-path="inputToSendBufferSize" tooltip="Number of ticks from which input shuld be locally stored by client and sent to server each time to decrease the risk of loosing input due to network conditions" />
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<ui:SliderInt picking-mode="Ignore" label="Max allowed lag" high-value="100" name="max-lag" show-input-field="true" binding-path="maxAllowedLagInTicks" tooltip="Limits the size of the prediction buffer" />
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<ui:SliderInt picking-mode="Ignore" label="Force jump threshold" high-value="100" name="force-jump-threshold" binding-path="forceJumpThresholdInTicks" show-input-field="true" tooltip="How far behind the desired tick client has to be to force a jump to that tick" />
<ui:SliderInt picking-mode="Ignore" label="Prediction limit" high-value="100" name="prediction-limit" binding-path="predictionLimitInTicks" show-input-field="true" tooltip="How much further ahead of server than it is supposed to client can go before it stops to wait for server" />
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<ui:Label text="Total prediction limit: XX ms" display-tooltip-when-elided="true" name="total-prediction-limit" tooltip="With input lag and snapshot sending period included" />
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