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    Class GhostAuthoringComponent

    Inheritance
    Object
    Object
    Component
    Behaviour
    MonoBehaviour
    GhostAuthoringComponent
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(String, Single)
    MonoBehaviour.InvokeRepeating(String, Single, Single)
    MonoBehaviour.CancelInvoke(String)
    MonoBehaviour.IsInvoking(String)
    MonoBehaviour.StartCoroutine(String)
    MonoBehaviour.StartCoroutine(String, Object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(String)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(Object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, Component)
    Component.TryGetComponent<T>(T)
    Component.GetComponent(String)
    Component.GetComponentInChildren(Type, Boolean)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(Boolean)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, Boolean)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(Boolean)
    Component.GetComponentsInChildren<T>(Boolean, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, Boolean)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(Boolean)
    Component.GetComponentsInParent<T>(Boolean, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(String)
    Component.SendMessageUpwards(String, Object, SendMessageOptions)
    Component.SendMessageUpwards(String, Object)
    Component.SendMessageUpwards(String)
    Component.SendMessageUpwards(String, SendMessageOptions)
    Component.SendMessage(String, Object)
    Component.SendMessage(String)
    Component.SendMessage(String, Object, SendMessageOptions)
    Component.SendMessage(String, SendMessageOptions)
    Component.BroadcastMessage(String, Object, SendMessageOptions)
    Component.BroadcastMessage(String, Object)
    Component.BroadcastMessage(String)
    Component.BroadcastMessage(String, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Component.rigidbody
    Component.rigidbody2D
    Component.camera
    Component.light
    Component.animation
    Component.constantForce
    Component.renderer
    Component.audio
    Component.networkView
    Component.collider
    Component.collider2D
    Component.hingeJoint
    Component.particleSystem
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(Object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, Boolean)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, Boolean)
    Object.Destroy(Object, Single)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, Boolean)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, Boolean)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, Single)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    UnityEngine.Object.FindObjectsOfType<T>(System.Boolean)
    Object.FindObjectOfType<T>()
    UnityEngine.Object.FindObjectOfType<T>(System.Boolean)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindObjectOfType(Type, Boolean)
    Object.ToString()
    Object.name
    Object.hideFlags
    Namespace: Unity.NetCode
    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
    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
    [NonSerialized]
    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
    [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
    Type Description
    Boolean

    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
    Type Description
    Int32

    Name

    Declaration
    public string Name
    Field Value
    Type Description
    String

    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
    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
    [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
    Type Description
    Boolean

    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
    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
    [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
    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()
    Implements
    ISerializationCallbackReceiver.OnAfterDeserialize()

    OnBeforeSerialize()

    Declaration
    public void OnBeforeSerialize()
    Implements
    ISerializationCallbackReceiver.OnBeforeSerialize()
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    Generated by DocFX on 18 October 2023