Class GhostCollectionSystem | Unity NetCode | 0.4.0-preview.1
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    Class GhostCollectionSystem

    Inheritance
    Object
    ComponentSystemBase
    SystemBase
    GhostCollectionSystem
    Inherited Members
    SystemBase.CompleteDependency()
    SystemBase.Update()
    SystemBase.GetComponent<T>(Entity)
    SystemBase.SetComponent<T>(Entity, T)
    SystemBase.HasComponent<T>(Entity)
    SystemBase.GetComponentDataFromEntity<T>(Boolean)
    SystemBase.GetBuffer<T>(Entity)
    SystemBase.GetBufferFromEntity<T>(Boolean)
    Unity.Entities.SystemBase.OnCreateForCompiler()
    SystemBase.Dependency
    SystemBase.Entities
    SystemBase.Job
    ComponentSystemBase.OnStartRunning()
    ComponentSystemBase.OnStopRunning()
    ComponentSystemBase.ShouldRunSystem()
    ComponentSystemBase.GetComponentTypeHandle<T>(Boolean)
    ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetBufferTypeHandle<T>(Boolean)
    ComponentSystemBase.GetSharedComponentTypeHandle<T>()
    ComponentSystemBase.GetEntityTypeHandle()
    ComponentSystemBase.RequireForUpdate(EntityQuery)
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.GetEntityQuery(ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(EntityQueryDesc[])
    Unity.Entities.ComponentSystemBase.GetArchetypeChunkComponentType<T>(System.Boolean)
    Unity.Entities.ComponentSystemBase.GetArchetypeChunkComponentTypeDynamic(Unity.Entities.ComponentType)
    Unity.Entities.ComponentSystemBase.GetArchetypeChunkBufferType<T>(System.Boolean)
    Unity.Entities.ComponentSystemBase.GetArchetypeChunkSharedComponentType<T>()
    Unity.Entities.ComponentSystemBase.GetArchetypeChunkEntityType()
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.Time
    ComponentSystemBase.ExecutingSystemType
    Namespace: Unity.NetCode
    Syntax
    public class GhostCollectionSystem : SystemBase

    Fields

    m_GhostComponentCollection

    Declaration
    public NativeArray<GhostComponentSerializer.State> m_GhostComponentCollection
    Field Value
    Type Description
    NativeArray<GhostComponentSerializer.State>

    m_GhostComponentIndex

    Declaration
    public NativeList<GhostCollectionSystem.GhostComponentIndex> m_GhostComponentIndex
    Field Value
    Type Description
    NativeList<GhostCollectionSystem.GhostComponentIndex>

    m_GhostTypeCollection

    Declaration
    public NativeList<GhostCollectionSystem.GhostTypeState> m_GhostTypeCollection
    Field Value
    Type Description
    NativeList<GhostCollectionSystem.GhostTypeState>

    Properties

    GhostTypeCollectionHash

    Declaration
    public ulong GhostTypeCollectionHash { get; }
    Property Value
    Type Description
    UInt64

    Methods

    AddSerializer(GhostComponentSerializer.State)

    Declaration
    public void AddSerializer(GhostComponentSerializer.State state)
    Parameters
    Type Name Description
    GhostComponentSerializer.State state

    CalculateComponentCollectionHash()

    Declaration
    public ulong CalculateComponentCollectionHash()
    Returns
    Type Description
    UInt64

    CalculateGhostCollectionHash()

    Declaration
    public ulong CalculateGhostCollectionHash()
    Returns
    Type Description
    UInt64

    ChangeMaskArraySizeInUInts(Int32)

    Declaration
    public static int ChangeMaskArraySizeInUInts(int numBits)
    Parameters
    Type Name Description
    Int32 numBits
    Returns
    Type Description
    Int32

    CreatePredictedSpawnPrefab(EntityManager, Entity)

    Convert a prefab from the prefab collection to a predictive spawn version of the prefab. This will not modify the prefab on the server, so it is safe to unconditionally call this method to get a prefab that can be used for predictive spawning in a prediction system.

    Declaration
    public static Entity CreatePredictedSpawnPrefab(EntityManager entityManager, Entity prefab)
    Parameters
    Type Name Description
    EntityManager entityManager
    Entity prefab
    Returns
    Type Description
    Entity

    OnCreate()

    Declaration
    protected override void OnCreate()
    Overrides
    ComponentSystemBase.OnCreate()

    OnDestroy()

    Declaration
    protected override void OnDestroy()
    Overrides
    ComponentSystemBase.OnDestroy()

    OnUpdate()

    Declaration
    protected override void OnUpdate()
    Overrides
    SystemBase.OnUpdate()

    SnapshotSizeAligned(Int32)

    Declaration
    public static int SnapshotSizeAligned(int size)
    Parameters
    Type Name Description
    Int32 size
    Returns
    Type Description
    Int32
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