Class GhostAuthoringComponent
Inheritance
GhostAuthoringComponent
Inherited Members
UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
Syntax
[DisallowMultipleComponent]
public class GhostAuthoringComponent : MonoBehaviour, IDeclareReferencedPrefabs, ISerializationCallbackReceiver
Fields
DefaultGhostMode
Declaration
[Tooltip("The ghost mode used if you do not manually change it using a GhostSpawnClassificationSystem. If set to OwnerPredicted the ghost will be predicted on hte client which owns it and interpolated elsewhere. You must not change the mode using a classification system if using owner predicted.")]
public GhostAuthoringComponent.GhostMode DefaultGhostMode
Field Value
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
[NonSerialized]
public bool ForcePrefabConversion
Field Value
HasOwner
Add a GhostOwnerComponent tracking which connection owns this component.
You must set the GhostOwnerComponent to a valid NetworkIdComponent.Value at runtime.
Declaration
[Tooltip("Add a GhostOwnerComponent tracking which connection owns this component. You must set the GhostOwnerComponent to a valid NetworkIdComponent.Value at runtime.")]
public bool HasOwner
Field Value
Importance
Declaration
[Tooltip("If not all ghosts can fit in a snapshot only the most important ghosts will be sent. Higher importance means the ghost is more likely to be sent.")]
public int Importance
Field Value
Name
Declaration
Field Value
OptimizationMode
Declaration
[Tooltip("This setting is only for optimization, the ghost will be sent when modified regardless of this setting. Optimizing for static makes snapshots slightly larger when the change, but smaller when they do not change.")]
public GhostAuthoringComponent.GhostOptimizationMode OptimizationMode
Field Value
prefabId
Declaration
Field Value
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
[Tooltip("Automatically send all ICommandData buffers if the ghost is owned by the current connection, AutoCommandTarget.Enabled is true and the ghost is predicted.")]
public bool SupportAutoCommandTarget
Field Value
SupportedGhostModes
Declaration
[Tooltip("The ghost modes supported by this ghost. This will perform some more optimizations at authoring time but make it impossible to change ghost mode at runtime.")]
public GhostAuthoringComponent.GhostModeMask SupportedGhostModes
Field Value
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
[Tooltip("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.")]
public bool UsePreSerialization
Field Value
Methods
DeclareReferencedPrefabs(List<GameObject>)
Declaration
public void DeclareReferencedPrefabs(List<GameObject> referencedPrefabs)
Parameters
OnAfterDeserialize()
Declaration
public void OnAfterDeserialize()
Implements
OnBeforeSerialize()
Declaration
public void OnBeforeSerialize()
Implements