Fish-Net: Networking Evolved
  • Overview
    • What is FishNet?
      • Features
        • Unity Compatibility
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      • Installing Fish-Networking
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    • High-Level Overview
      • Fundamentals
      • Networking Models
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        • Server, Client, Host
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      • Transports
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      • Server and Client Identification
        • Executing on Server or Client
        • NetworkConnections
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        • NetworkObjects
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      • Data Serialization
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      • Ownership
        • Using Ownership To Read Values
      • Area of Interest (Observer System)
        • Modifying Conditions
        • Custom Conditions
      • Scene Management
        • Scene Events
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          • Addressables
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      • Addressables
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        • What Is Client-Side Prediction
        • Configuring PredictionManager
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        • Creating Code
          • Controlling An Object
          • Non-Controlled Object
          • Understanding ReplicateState
            • Using States In Code
            • Predicting States In Code
          • Advanced Controls
        • Custom Comparers
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        • Using NetworkColliders
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        • States
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    • Upgrading API
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        • Getting Started with AWS
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        • Report Example
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  • FishNet Building Blocks
    • Components
      • Managers
        • NetworkManager
        • TimeManager
        • PredictionManager
        • ServerManager
        • ClientManager
        • SceneManager
        • TransportManager
          • IntermediateLayer
        • StatisticsManager
        • ObserverManager
          • HashGrid
        • RollbackManager (Pro Feature)
      • Prediction
        • Network Collider
          • NetworkCollision
          • NetworkCollision2D
          • NetworkTrigger
          • NetworkTrigger2D
        • OfflineRigidbody
        • PredictedOwner
        • PredictedSpawn
      • Utilities
        • PingDisplay
        • BandwidthDisplay
        • Tick Smoothers
          • NetworkTickSmoother
          • OfflineTickSmoother
          • MonoTickSmoother [Obsolete]
          • DetachableNetworkTickSmoother [Obsolete]
      • PlayerSpawner
      • DefaultScene
      • ServerSpawner
      • Authenticator
      • ColliderRollback
      • NetworkAnimator
      • NetworkBehaviour
      • NetworkTransform
      • NetworkObject
      • NetworkObserver
    • Prefabs
      • NetworkManager
      • NetworkHudCanvas
    • ScriptableObjects
      • ObserverConditions
        • DistanceCondition
        • GridCondition
        • HostOnlyCondition
        • MatchCondition
        • OwnerOnlyCondition
        • SceneCondition
      • SpawnablePrefabs
        • DefaultPrefabObjects
        • SinglePrefabObjects
        • DualPrefabObjects
      • LevelLoggingConfiguration
    • Transports
      • Tugboat
      • Multipass
      • Yak (Pro Feature)
      • Bayou
      • FishyWebRTC
      • FishyUnityTransport
      • FishySteamworks (Steam)
      • FishyEOS (Epic Online Services)
      • FishyFacepunch (Steam)
      • FishyRealtime (Photon)
  • API Documentation
    • API Reference
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  1. FishNet Building Blocks
  2. ScriptableObjects
  3. ObserverConditions

DistanceCondition

PreviousObserverConditionsNextGridCondition

Last updated 1 day ago

The Distance Condition ensures that an object is only observed if it is at least a specified minimum distance away from all objects owned by a client. The Distance Condition is a .

Component Settings

Add Order controls the order in which this observer condition will be evaluated on an object.

This can be very useful when having observer conditions that are more computationally complex than others, as it allows you to choose the order in which they will be evaluated. Timed conditions are always evaluated after non-timed conditions.

Is Constant is used to declare whether the condition's settings or data will remain unchanged at runtime. Its purpose is to optimize performance by avoiding unnecessary updates or recalculations for conditions that do not change during execution. It is currently not implemented, but is available for future use and can already be set.

Maximum Distance that any object owned by a client must be within an object to observe it. If all of the client's owned NetworkObjects are farther than this distance, the object will not be visible to them.

Hide Distance Percent determines an additional buffer zone beyond the maximum distance before an object is hidden. The purpose of the "Hide Distance Percent" is to prevent objects from flickering in and out of visibility when a client is near the maximum distance threshold. It creates a smoother transition for hiding objects by adding a percentage-based distance buffer. As an example, if the Maximum Distance is set to 100f and the Hide Distance Percent is 0.5 (50%), the object will remain visible until the client is 150f units away. This ensures objects do not disappear immediately as they cross the initial visibility boundary.