Hi,
I’m currently stuck on this (apparently?) simple task: I want to show on screen the Round Trip Time (RTT) (aka Latency, Ping…) of packets from client to server, similar to what is shown in NetDbg tool
I’ve digged in the documentation but I found only indirect references:
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NetworkTimeSystem contains an estimated TimestampMS of the server time from the client, computed using (also) RTT… but from that alone am not able to derive RTT
link: Time synchronization | Unity NetCode | 0.1.0-preview.6 -
Computing difference between ClientSimulationSystemGroup.ServerTick (estimated tick on server?) and ClientSimulationSystemGroup.InterpolationTick (last received tick from server?) brought me nowhere
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I found a RTT computation in multiplayer/Soaker sample but it seems a bit overcomplicated
link: multiplayer/sampleproject/Assets/Samples/Soaker/SoakCommon.cs at 3385245e4f0903948725688c6b186152056bf4a8 · Unity-Technologies/multiplayer · GitHub
Is there a simple way of accessing or computing RTT (and possibly other network stats)?
Thank you, any help is appreciated