Class GhostCollectionSystem
Inheritance
GhostCollectionSystem
Inherited Members
Unity.Entities.SystemBase.OnCreateForCompiler()
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()
Syntax
public class GhostCollectionSystem : SystemBase
Fields
m_GhostComponentCollection
Declaration
public NativeArray<GhostComponentSerializer.State> m_GhostComponentCollection
Field Value
m_GhostComponentIndex
Declaration
public NativeList<GhostCollectionSystem.GhostComponentIndex> m_GhostComponentIndex
Field Value
m_GhostTypeCollection
Declaration
public NativeList<GhostCollectionSystem.GhostTypeState> m_GhostTypeCollection
Field Value
Properties
GhostTypeCollectionHash
Declaration
public ulong GhostTypeCollectionHash { get; }
Property Value
Methods
AddSerializer(GhostComponentSerializer.State)
Declaration
public void AddSerializer(GhostComponentSerializer.State state)
Parameters
CalculateComponentCollectionHash()
Declaration
public ulong CalculateComponentCollectionHash()
Returns
CalculateGhostCollectionHash()
Declaration
public ulong CalculateGhostCollectionHash()
Returns
ChangeMaskArraySizeInUInts(Int32)
Declaration
public static int ChangeMaskArraySizeInUInts(int numBits)
Parameters
Type |
Name |
Description |
Int32 |
numBits |
|
Returns
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
Returns
OnCreate()
Declaration
protected override void OnCreate()
Overrides
OnDestroy()
Declaration
protected override void OnDestroy()
Overrides
OnUpdate()
Declaration
protected override void OnUpdate()
Overrides
SnapshotSizeAligned(Int32)
Declaration
public static int SnapshotSizeAligned(int size)
Parameters
Type |
Name |
Description |
Int32 |
size |
|
Returns
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.