# PingDisplay

## Description

Often times you may want to display the local client's ping while developing your game, this can easily be done with the **PingDisplay** component. This component is commonly added to the [NetworkManager](https://fish-networking.gitbook.io/docs/fishnet-building-blocks/components/managers/network-manager) object, but that is not a requirement.

<div align="left"><figure><img src="https://1328095063-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MheH2hMo3djr9VSyxTE%2Fuploads%2Fgit-blob-7ea0177df6dbab0672234593e751d5de23646f4b%2Fping-display-example.png?alt=media" alt="An image of a game with a text at the top right showing the client&#x27;s ping"><figcaption><p>Example of the PingDisplay component in-use</p></figcaption></figure></div>

## Settings

<div align="left"><figure><img src="https://1328095063-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MheH2hMo3djr9VSyxTE%2Fuploads%2Fgit-blob-714580e874f56f06dd4c79ced1b6ee8122d39120%2Fping-display-component.png?alt=media" alt=""><figcaption><p>Default settings</p></figcaption></figure></div>

### :gear: **Color**

> This is which color to use for the displayed text.

### :gear: **Placement**

> The P**lacement** indicates in which part of the screen to display the client's ping.

### :gear: **Hide Tick Rate**

> This option will remove tick rate latency from the ping results otherwise the displayed ping will include the delay caused by the server's tick rate.
