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update
Lowering the in-game connection delay.
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com.unity.netcode.gameobjects/Runtime/Components/Helpers/UnifiedUpdateConnections.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -58,7 +58,7 @@ protected override void OnUpdate()
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// client has signaled that it has synchronized (or has been sent the synchronization data) we finalize the in-game connection state (or something along those lines).
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if (!m_NewConnections.ContainsKey(networkId.Value))
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{
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var delayTime = isServer ? 0.5f : 1.0f;
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var delayTime = isServer ? 0.05f : 0.1f;
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var newConnection = new NetcodeConnection { World = World, Entity = entity, NetworkId = networkId.Value, ConnectedTime = UnityEngine.Time.realtimeSinceStartup + delayTime};
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m_NewConnections.Add(networkId.Value, newConnection);
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}

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