In Depth - Entity Settings

Here is a breakdown of all the settings available on the 'Bolt Entity' component.

  • PrefabType, a utility field which shows the unity 'PrefabType' value of the current Game Object
  • PrefabId, the internal ID assigned to this prefab inside Bolt. This is always 0 for scene objects.
  • State, the state that will be used for this prefab.
  • Update Rate, controls how often Bolt should try to send updates for this entity, 1 = every packet, 2 = every other packet, etc.
  • Controller Prediction, this setting lets you specify to Bolt if you are using local prediction on the controller of an entity, this means you are using SimulateController and ExecuteCommand with a character motor that is able to do local prediction and corrections (for example the default PlayerMotor script from the third person shooter tutorial).
  • Persist Through Load, if Bolt should keep this object around between scenes loaded with BoltNetwork.LoadScene. This can be seen as Bolt's version of GameObject.DontDestroyOnLoad in Unity.
  • Always Proxy, this setting lets you control if Bolt should ignore the current loading state of the game and always proxy this entity even if you are in the middle of a scene load. This is useful for 'meta' object which contain information about the game as a whole and not a specific map or character.
  • Client Can Instantiate, is only available if you have switched 'Instantiate Mode' to 'Individual On Each Prefab' in the 'Bolt Settings' window. Lets you control if the clients can call BoltNetwork.Instantiate for this prefab.

Scene Object Settings

  • Destroy On Detach, if Bolt should automatically destroy scene objects when they are detached from the network.
  • Scene Id, the unique id of this scene object that Bolt uses to reference it over the network for the initial setup.

 To Document Top