This option allows to configuration of how many updated systems will try to send peer seconds. This option applies only to internal object update messages controlled by the system


       


You can control the number of update object messages peer seconds ObjectNet will send to keep the client synchronized, depending on how your game was designed this number can be greater or smaller, games like FPS or Racing may require a large number of messages to provide accuracy, although, card games, point and click and another type may require a just a few messages, this option allows a fine twin on this aspect of your game.