Namespace Unity.NetCode
Classes
ClientAndServerInitializationSystemGroup
ClientAndServerSimulationSystemGroup
ClientInitializationSystemGroup
ClientPresentationSystemGroup
ClientServerBootstrap
ClientSimulationSystemGroup
CommandDataUtility
CommandReceiveSystem<TCommandDataSerializer, TCommandData>
CommandReceiveSystemGroup
CommandSendSystem<TCommandDataSerializer, TCommandData>
CommandSendSystemGroup
ConvertToClientServerEntity
GhostAuthoringComponent
GhostAuthoringConversion
GhostCollectionAuthoringComponent
GhostCollectionSystem
GhostComponentAttribute
This attribute can be used to tag components to control which ghost prefab variants they are included in and where they are sent for owner predicted ghosts.
GhostDespawnSystem
GhostDistancePartitioningSystem
GhostFieldAttribute
GhostOwnerComponentAuthoring
GhostPredictionHistorySystem
A system used to make a backup o the current predicted state right after the last full (not fractional) tick in a prediction loop for a frame has been completed. The backup does a memcopy of all components which are rolled back as part of prediction to a separate memory area connected to the chunk. The backup is used to restore the last full tick to continue prediction when no new data has arrived, when that happens only the fields which are actually serialized as part of the snapshot are copied back, not the full component. The backup data is also used to detect errors in the prediction as well as to add smoothing of predicted values.
GhostPredictionSmoothingSystem
GhostPredictionSystemGroup
GhostReceiveSystem
GhostSendSystem
GhostSimulationSystemGroup
GhostSpawnClassificationSystem
The default GhostSpawnClassificationSystem will set the SpawnType to the default specified in the GhostAuthoringComponent, unless some other classification has already set the SpawnType. This system will also check ghost owner to set the spawn type correctly for owner predicted ghosts. For predictive spawning you usually add a system after GhostSpawnClassificationSystem which only looks at items with SpawnType set to Predicted and set the PredictedSpawnEntity if you find a matching entity. The reason to put predictive spawn systems after the default is so the owner predicted logic has run.
GhostSpawnSystem
GhostSpawnSystemGroup
GhostUpdateSystem
HeartbeatReceiveSystem
HeartbeatReplySystem
HeartbeatSendSystem
NetCodeBufferComponentExtensions
NetCodeDisableCommandCodeGenAttribute
This attribute is used to disable code generation for a struct implementing ICommandData or IRpcCommand
NetworkReceiveSystemGroup
NetworkStreamCloseSystem
NetworkStreamReceiveSystem
NetworkTimeSystem
PhysicsNetCodeOrderingSystem
PhysicsWorldHistory
PredictedGhostSpawnSystem
RpcCommandRequestSystem<TActionSerializer, TActionRequest>
RpcCommandRequestSystemGroup
RpcSystem
ServerInitializationSystemGroup
ServerSimulationSystemGroup
TickClientInitializationSystem
TickClientPresentationSystem
TickClientSimulationSystem
TickServerInitializationSystem
TickServerSimulationSystem
UpdateInWorld
Structs
ArchetypeChunkComponentTypeDynamic32
ArchetypeChunkComponentTypeDynamic8
ClientServerTickRate
ClientServerTickRateRefreshRequest
CollisionHistoryBufferRef
CommandDataInterpolationDelay
CommandReceiveSystem<TCommandDataSerializer, TCommandData>.ReceiveJobData
CommandSendSystem<TCommandDataSerializer, TCommandData>.SendJobData
CommandTargetComponent
DisableLagCompensation
Singleton entity that allow to disable the NetCode LagCompensation system if present
DynamicTypeList
DynamicTypeList128
DynamicTypeList32
DynamicTypeList64
GameProtocolVersion
GhostChildEntityComponent
GhostCollectionAuthoringComponent.Ghost
GhostCollectionSystem.GhostComponentIndex
GhostCollectionSystem.GhostTypeState
GhostComponent
Component signaling an entity which is replicated over the network
GhostConnectionPosition
GhostDeltaPredictor
GhostDeserializerState
GhostDistanceImportance
Singleton component used to control distance based importance settings
GhostDistancePartition
GhostDistancePartitionShared
GhostGroup
GhostOwnerComponent
GhostPrefabBuffer
A buffer added to the ghost prefab collection singleton containing references to all ghost prefabs.
GhostPrefabCollectionComponent
Component added to the ghost collection in order to inditify teh singleton containing a GhostPrefabBuffer with the prefabs for all ghosts.
GhostPrefabMetaData
A BlobAsset containing all the meta data required for ghosts.
GhostPrefabMetaDataComponent
A component added to all ghost prefabs. It contains the meta-data required to use the prefab as a ghost.
GhostSerializerState
GhostSpawnBuffer
The GhostSpawnBuffer is the data for a GhostSpawnQueueComponent singleton. It contains a list of ghosts which will be spawned by the GhostSpawnSystem at the beginning of next frame. It is populated by the GhostReceiveSystem and there needs to be a classification system updating after the GhostReceiveSystem which sets the SpawnType so the spawn system knows how to spawn the ghost. A classification system should only modify the SpawnType and PredictedSpawnEntity fields of this struct.
GhostSpawnQueueComponent
GhostSPawnQueueComponent is used to identify the singleton component which contains the GhostSpawnBuffer.
GhostTypeComponent
Component storing the guid of the prefab the ghost was created from. This is used to lookup ghost type in a robust way which works even if two ghosts have the same archetype
HeartbeatComponent
IncomingCommandDataStreamBufferComponent
IncomingRpcDataStreamBufferComponent
IncomingSnapshotDataStreamBufferComponent
NetworkIdComponent
NetworkProtocolVersion
NetworkSnapshotAckComponent
NetworkStreamConnection
NetworkStreamDisconnected
NetworkStreamInGame
NetworkStreamRequestDisconnect
NetworkStreamSnapshotTargetSize
NullCommandData
OutgoingRpcDataStreamBufferComponent
PortableFunctionPointer<T>
PredictedGhostComponent
Component on client signaling that an entity is predicted instead of interpolated
PredictedGhostSpawn
PredictedGhostSpawnList
PredictedGhostSpawnRequestComponent
Component used to request predictive spawn of a ghost. Create an entity from a prefab in the ghost collection with this tag added. You need to implement a custom spawn classification system in order to use this.
PreSpawnedGhostId
The ghost ID on a pre-spawned entity, it's unique withing the subscene.
ReceiveRpcCommandRequestComponent
RelevantGhostForConnection
RpcCommandRequestSystem<TActionSerializer, TActionRequest>.SendRpcData
RpcExecutor
RpcExecutor.Parameters
RpcQueue<TActionSerializer, TActionRequest>
SendRpcCommandRequestComponent
SharedGhostTypeComponent
Component used on the server to make sure ghosts of difference ghost types are in different chunks even if they have the same archetype (but different data)
SnapshotData
SnapshotData.DataAtTick
SnapshotDataBuffer
SpawnedGhost
SubSceneGhostComponentHash
The hash of all the ghost component data which exists in the scene. This can be used to sort the subscenes so the ghost IDs of the pre-spawned scene objects line up deterministically.