11/6/2023 0 Comments Photon bolt mobileThe dejitter delay in number of frames More. When you call BoltNetwork.Connect, BoltMatchmaking.JoinSession or BoltMatchmaking.JoinRandomSession with a Token, it can be accessed via this property More. The ConnectToken contains the token sent by the client when connecting to a game server. How many bits per second we are sending out More.įor the host this will be the ID of the client, an on the client it will show the ID of the client More. How many bits per second we are receiving in More. How many packets were sent to this connection More.Ī data token that was passed by the server when accepting the connection More. How many packets were received by this connection More. How many packets were registered as lost packets More. The string representation of this connection More. Send a binary stream of data to this connection More. StreamBytes (UdpChannelName channel, byte data) Set the max amount of data allowed per second More. Reference comparison between two connections More.ĮxistsOnRemote ( BoltEntity entity, bool allowMaybe) Disconnect ( IProtocolToken token, UdpConnectionDisconnectReason disconnectReason=UdpConnectionDisconnectReason.Disconnected)ĭisconnect this connection with custom data More.
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