PUN Classic (v1)、PUN 2、Boltはメンテナンスモードとなっております。Unity2022についてはPUN 2でサポートいたしますが、新機能が追加されることはありません。お客様のPUNプロジェクトおよびBoltプロジェクトが停止することはなく、将来にわたってパフォーマンス性能が落ちることはありません。 今後の新しいプロジェクトについては、Photon FusionまたはQuantumへ切り替えていただくようよろしくお願いいたします。

Bolt Settings

Bolt has several settings that can be configured on the Bolt Settings window (Bolt/Settings). Here we list these settings:


Simulation Rate: Bolt will automatically set Unity’s FixedUpdate rate to the SimulationRate specified in the Bolt Settings. Bolt runs almost entirely off FixedUpdate internally (via the BoltPoll component, which has a low script execution order so it runs first). This is used for for ExecuteCommand, SimulateController, SimulateOwner, transform extrapolation and everything else that uses FixedUpdate).

Network Rate: Determines how many simulation ticks occur between sending a network packet. By default Bolt sets the simulation rate to 60 and the network rate to 3. This means there are three fixed update ticks per each packet. This means there are 20 packets per second sent by default and 60 fixed update simulation ticks per second.

Max Priorities: Highest priority an Entity and Property can have.

Disable Dejitter Buffer: Check to disable the internal dejitter buffer.

Dejitter Delay: Configure how sensitive the dejitter is.

Scoping Mode: Configure the scoping mode. More info here.

Instantiate Mode: Configure the instantiation behavior of Bolt Entities. It can be setted to Server Only, Everyone (Server and Clients) and Per Prefab.

Override Time Scale: Enable Bolt to force the Unity's Time Scale to be set to value one (1) automatically if it changes. It is not recommended to disable this (if you want the game to pause for example you should use Chronos).

IEntityBehavior Query, IPriorityCalculator Query, IEntityReplicationFilter Query: Configure how the components will be queried within the GameObjects. The search can be done by Component (only the first component is returned), Components (in which a list with all components of the same type is returned), and ComponentsInChildren (that will search inside the children too).