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Question by imgodot · Jan 18, 2017 at 08:42 AM · networkingnetworknet

How do I get the network delay between server and client?

Unity 5.5.0p4: I am writing code to sync time from a game host/server to the connected clients. I am using custom network manager code to send a custom message to each client as they connect to the server.

How do I determine how much time it took for this custom message to travel from the server to the client?

I believe that NetworkManager.singleton.client.GetRTT() is what I want but, can someone confirm that?

Thanks. -- Paul

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avatar image LK84 · Jan 18, 2017 at 09:10 AM 0
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Should be right, You can also use https://docs.unity3d.com/ScriptReference/Networking.NetworkTransport.GetCurrentRtt.html

avatar image imgodot · Jan 18, 2017 at 02:12 PM 0
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Thanks. I think GetRTT() is correct but GetCurrentRTT() is an average roundtrip time and not what I'm looking for. -- Paul

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