Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

GlobalConfig.ReactorMaximumReceivedMessages

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var ReactorMaximumReceivedMessages: ushort;
public ushort ReactorMaximumReceivedMessages;

Description

This property determines the initial size of the queue that holds messages received by Unity Multiplayer before they are processed.

Although the size of this queue is increased by Unity Multiplayer if required, it is useful to set up initial size of this queue with a sensible value to avoid this additional runtime memory allocation. The following formula is a good general guideline:

2 * max(topology.ReceivedMessagePoolSize) * hostNumber

Where topology is the HostTopology of the current network and hostNumber is the maximum number of hosts that can be open.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答