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    Class 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.

    Inheritance
    Object
    ComponentSystemBase
    SystemBase
    GhostPredictionHistorySystem
    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.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(GhostPredictionSystemGroup), OrderLast = true)]
    public class GhostPredictionHistorySystem : SystemBase

    Fields

    LastBackupTick

    Declaration
    public uint LastBackupTick
    Field Value
    Type Description
    UInt32

    Methods

    OnCreate()

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

    OnDestroy()

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

    OnUpdate()

    Declaration
    protected override void OnUpdate()
    Overrides
    SystemBase.OnUpdate()
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    Generated by DocFX on 18 October 2023