using System; namespace Unity.Multiplayer.Center.Common { /// /// Stores the selection of the main solutions from the recommendation tab. /// [Serializable] public class SelectedSolutionsData { /// /// The possible hosting models that the user can select. /// public enum HostingModel { /// /// Empty (no selection) /// None, /// /// Client hosted model /// ClientHosted, /// /// Dedicated server model /// DedicatedServer, /// /// Most of the logic will be in the cloud. /// CloudCode, /// /// Distributed Authority (the authority over the game logic is spread across multiple clients). /// DistributedAuthority, } /// /// The possible netcode solutions that the user can select. /// public enum NetcodeSolution { /// /// Empty (no selection) /// None, /// /// Netcode for GameObjects /// NGO, /// /// Netcode for Entities /// N4E, /// /// Custom netcode solution, potentially based on Unity Transport /// CustomNetcode, /// /// No netcode (no real time synchronization needed) /// NoNetcode } /// /// The hosting model selected by the user. /// public HostingModel SelectedHostingModel; /// /// The netcode solution selected by the user. /// public NetcodeSolution SelectedNetcodeSolution; } }