docs.unity3d.com
    Show / Hide Table of Contents

    Class GhostAuthoringComponent

    Inheritance
    Object
    GhostAuthoringComponent
    Namespace: Unity.NetCode
    Syntax
    public class GhostAuthoringComponent : MonoBehaviour, IDeclareReferencedPrefabs, ISerializationCallbackReceiver

    Fields

    DefaultGhostMode

    Declaration
    public GhostAuthoringComponent.GhostMode DefaultGhostMode
    Field Value
    Type Description
    GhostAuthoringComponent.GhostMode

    ForcePrefabConversion

    Force the ghost conversion to treat this GameObject as if it was a prefab. This is used if you want to programmatically create a ghost prefab as a GameObject and convert it to an Entity prefab with ConvertGameObjectHierarchy.

    Declaration
    public bool ForcePrefabConversion
    Field Value
    Type Description
    Boolean

    HasOwner

    Add a GhostOwnerComponent tracking which connection owns this component. You must set the GhostOwnerComponent to a valid NetworkIdComponent.Value at runtime.

    Declaration
    public bool HasOwner
    Field Value
    Type Description
    Boolean

    Importance

    Declaration
    public int Importance
    Field Value
    Type Description
    Int32

    Name

    Declaration
    public string Name
    Field Value
    Type Description
    String

    OptimizationMode

    Declaration
    public GhostAuthoringComponent.GhostOptimizationMode OptimizationMode
    Field Value
    Type Description
    GhostAuthoringComponent.GhostOptimizationMode

    prefabId

    Declaration
    public string prefabId
    Field Value
    Type Description
    String

    SupportAutoCommandTarget

    Automatically send all ICommandData buffers if the ghost is owned by the current connection, AutoCommandTarget.Enabled is true and the ghost is predicted.

    Declaration
    public bool SupportAutoCommandTarget
    Field Value
    Type Description
    Boolean

    SupportedGhostModes

    Declaration
    public GhostAuthoringComponent.GhostModeMask SupportedGhostModes
    Field Value
    Type Description
    GhostAuthoringComponent.GhostModeMask

    UsePreSerialization

    Force this ghost to be quantized and copied to the snapshot format once for all connections instead of once per connection. This can save CPU time in the ghost send system if the ghost is almost always sent to at least one connection, and it contains many serialized components, serialized components on child entities or serialized buffers. A common case where this can be useful is the ghost for the character / player.

    Declaration
    public bool UsePreSerialization
    Field Value
    Type Description
    Boolean

    Methods

    DeclareReferencedPrefabs(List<GameObject>)

    Declaration
    public void DeclareReferencedPrefabs(List<GameObject> referencedPrefabs)
    Parameters
    Type Name Description
    List<GameObject> referencedPrefabs

    OnAfterDeserialize()

    Declaration
    public void OnAfterDeserialize()

    OnBeforeSerialize()

    Declaration
    public void OnBeforeSerialize()
    Back to top
    Terms of use
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023