docs.unity3d.com
    Show / Hide Table of Contents

    Struct PrespawnSceneLoaded

    For each loaded and process subscene, the server authoritatively populate this buffer. The client will receive it as part of the snapshot stream and will use the information to correctly process any matching loaded subscene. Hash are used to verify on the client that everything match the server to correctly use the prefab baseline optimization. InternalBufferCapacity allocated to almost max out chunk memory.

    Namespace: Unity.NetCode
    Syntax
    [InternalBufferCapacity(600)]
    [GhostComponent(PrefabType = GhostPrefabType.All, SendDataForChildEntity = false)]
    public struct PrespawnSceneLoaded : IBufferElementData

    Fields

    BaselineHash

    Declaration
    [GhostField]
    public ulong BaselineHash
    Field Value
    Type Description
    UInt64

    FirstGhostId

    Declaration
    [GhostField]
    public int FirstGhostId
    Field Value
    Type Description
    Int32

    PrespawnCount

    Declaration
    [GhostField]
    public int PrespawnCount
    Field Value
    Type Description
    Int32

    SubSceneHash

    Declaration
    [GhostField]
    public ulong SubSceneHash
    Field Value
    Type Description
    UInt64
    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