docs.unity3d.com
    Show / Hide Table of Contents

    Class ClientPopulatePrespawnedGhostsSystem

    ClientPopulatePrespawnedGhostsSystem systems is responsible for assign to the pre-spawned ghosts their ghost ids and adding them to the spawned ghosts maps. It relies on the previous initializations step to determine the subscene subset to process.

    Clients expect to receive as part ot the protocol:

    • subscene hash and baseline hash for validation

    - the ghost id range for each subscene.

    THE PRESPAWN SUBSCENE SYNC PROTOCOL

    Client> will eventually receive the subscene data and will store it into the PrespawnHashElement collection Client> (in parallel, before or after) will serialize the prespawn baseline when a new scene is loaded Client> should validate that:

    • the prespawn scenes are present on the server.
    • that count, subscene hash and baseline hash match the one on the server Client> will assign the ghost ids to the prespawns Client> must notify the server what scene sections has been loaded and initialized.
    Inheritance
    Object
    ComponentSystemBase
    SystemBase
    ClientPopulatePrespawnedGhostsSystem
    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, Boolean)
    SystemBase.GetBufferFromEntity<T>(Boolean)
    SystemBase.GetStorageInfoFromEntity()
    Unity.Entities.SystemBase.UnmanagedUpdate$BurstManaged(System.IntPtr, Unity.Entities.SystemDependencySafetyUtility.SafetyErrorDetails)
    SystemBase.Dependency
    SystemBase.Entities
    SystemBase.Job
    ComponentSystemBase.OnCreateForCompiler()
    ComponentSystemBase.OnStartRunning()
    ComponentSystemBase.OnStopRunning()
    ComponentSystemBase.OnDestroy()
    ComponentSystemBase.ShouldRunSystem()
    ComponentSystemBase.GetComponentTypeHandle<T>(Boolean)
    ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetBufferTypeHandle<T>(Boolean)
    ComponentSystemBase.GetSharedComponentTypeHandle<T>()
    ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetEntityTypeHandle()
    ComponentSystemBase.RequireForUpdate(EntityQuery)
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.TryGetSingleton<T>(T)
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.TryGetSingletonEntity<T>(Entity)
    ComponentSystemBase.GetEntityQuery(ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(EntityQueryDesc[])
    ComponentSystemBase.GetEntityQuery(EntityQueryDescBuilder)
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.SystemHandleUntyped
    ComponentSystemBase.Time
    Namespace: Unity.NetCode
    Syntax
    [UpdateInWorld(TargetWorld.Client)]
    [UpdateInGroup(typeof(PrespawnGhostSystemGroup))]
    [UpdateAfter(typeof(PrespawnGhostInitializationSystem))]
    public class ClientPopulatePrespawnedGhostsSystem : SystemBase

    Methods

    OnCreate()

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

    OnUpdate()

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