Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

Network.minimumAllocatableViewIDs

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 static var minimumAllocatableViewIDs: int;
public static int minimumAllocatableViewIDs;

Description

Get or set the minimum number of ViewID numbers in the ViewID pool given to clients by the server.

The ViewID pools are given to each player as they connect and are refreshed with new numbers if the player runs out. The server and clients should be in sync regarding this value. Setting this higher only on the server has the effect that it sends more view ID numbers to clients than they really want. Setting this higher only on clients means they request more view IDs more often, for example twice in a row, as the pools received from the server don't contain enough numbers. The default value is 100.

If a game instantiates a lot of new objects over the network on each client, like more than 100 network intantiations per minute, then this value should be set higher.

    function Awake () {
        // Use a bigger view ID pool to allocate from
        Network.minimumAllocatableViewIDs = 500;
    }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { void Awake() { Network.minimumAllocatableViewIDs = 500; } }

Did you find this page useful? Please give it a rating: