Understanding the Profiler

In these screenshots, I’m running the profiler on the server. the humps are when the server receives a custom MessageBase from a client with 4 ints. Can anyone illuminate what all these numbers in the profiler mean? or point me to detailed info about it?



thanks for the info!
…but I have a few more questions -

  • i feel like one of the primary things i care about when making a multiplayer game is not just number of packets, but size of data being transferred. is there a place i can see this?
  • in my Network Operations screenshot, what does “IN:47:Int16” mean?
  • What about everything on the Network Messages screenshot? What does that stuff mean?
  • specifically - what does RTT mean? why not use the full term in the profiler and not a mysterious acronym

I believe with #4 you’re looking at the round trip time/return trip time.

So how do we get to know how much data is actually being sent?

I think there should be a comprehensive dedicated chapter in the docs focusing on profiling and optimizing network bandwidth consumption.

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Is there any update on the documentation? It would be great to have more info (the packet size in particular).
Also I am not clear on why receiving a ClientRPC (for example) is spread over so many frames as in the screenshot below.