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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
Should be right, You can also use https://docs.unity3d.com/ScriptReference/Networking.NetworkTransport.GetCurrentRtt.html
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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