Version: 5.6 (switch to 2017.1b)
LanguageEnglish
  • C#
  • JS

Script language

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

NetworkStateSynchronization.ReliableDeltaCompressed

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

Description

All packets are sent reliable and ordered.

Delta compression is used to send only the difference between the last sent state and the current state. For example if you synchronize a Transform. Scale x, y, z is most likely going to keep the same value. Unity compares the state received by the client to the new state, if it is changed 1 bit and the data will be sent. If it didn't change only a single bit will be sent. When Unity detects that nothing has changed since the last state, no data will be sent at all.