docs.unity3d.com
    Show / Hide Table of Contents

    Struct GhostPredictionHistorySystem

    A system used to make a backup of 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 ghost components (into 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. Note: When this happens, only the fields which are actually serialized as part of the snapshot are copied back, not the full component. Thus, preserving any non-GhostField state. The backup data is also used to:

    • Detect errors in the prediction.
    • To add smoothing of predicted values.
    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(PredictedSimulationSystemGroup), OrderLast = true)]
    [BurstCompile]
    public struct GhostPredictionHistorySystem : ISystem
    Back to top
    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