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      • Apply​Current​Input​Buffer​Element​To​Input​Data<TInput​Buffer​Data, TInput​Component​Data>
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    • Unity.​Net​Code.​Low​Level
      • Snapshot​Data​Buffer​Component​Lookup
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      • Ghost​Component​Serializer
      • Ghost​Component​Serializer.​Copy​To​From​Snapshot​Delegate
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    • Scripting API
    • Unity.​Net​Code
    • Ghost​Simulation​System​Group

    Class GhostSimulationSystemGroup

    Present for both client and server worlds. This is the core group, and contains the majority of the netcode systems. Its responsibilities are varied, and can be roughly sub-divided in the following categories:

    -input gathering: GhostInputSystemGroup

    -command handling: CommandSendSystemGroup

    -ghost prediction/simulation: PredictedSimulationSystemGroup

    -ghost spawning: see GhostSpawnClassificationSystem, GhostSpawnSystemGroup, GhostSpawnSystem, GhostDespawnSystem

    -ghost replication: GhostCollection, GhostSendSystem, GhostReceiveSystem and GhostUpdateSystem.

    In general, all systems that need to simulate/manipulate ghost entities should be added to this group.

    Inheritance
    Object
    ComponentSystemBase
    SystemBase
    ComponentSystemGroup
    GhostSimulationSystemGroup
    Inherited Members
    ComponentSystemGroup.GetUnmanagedSystems(Allocator)
    ComponentSystemGroup.GetAllSystems(Allocator)
    ComponentSystemGroup.AddSystemToUpdateList(ComponentSystemBase)
    ComponentSystemGroup.AddSystemToUpdateList(SystemHandle)
    ComponentSystemGroup.RemoveSystemFromUpdateList(ComponentSystemBase)
    ComponentSystemGroup.RemoveSystemFromUpdateList(SystemHandle)
    ComponentSystemGroup.SortSystems()
    ComponentSystemGroup.SetRateManagerCreateAllocator(IRateManager)
    ComponentSystemGroup.EnableSystemSorting
    ComponentSystemGroup.Created
    ComponentSystemGroup.ManagedSystems
    ComponentSystemGroup.FixedRateManager
    ComponentSystemGroup.RateManager
    ComponentSystemGroup.RateGroupAllocators
    SystemBase.CompleteDependency()
    SystemBase.Update()
    SystemBase.GetComponent<T>(Entity)
    SystemBase.SetComponent<T>(Entity, T)
    SystemBase.HasComponent<T>(Entity)
    SystemBase.HasBuffer<T>(Entity)
    SystemBase.GetComponentLookup<T>(Boolean)
    SystemBase.GetComponentDataFromEntity<T>(Boolean)
    SystemBase.GetBuffer<T>(Entity, Boolean)
    SystemBase.GetBufferLookup<T>(Boolean)
    SystemBase.GetBufferFromEntity<T>(Boolean)
    SystemBase.GetEntityStorageInfoLookup()
    SystemBase.GetStorageInfoFromEntity()
    SystemBase.Exists(Entity)
    SystemBase.Dependency
    SystemBase.CheckedStateRef
    SystemBase.Entities
    SystemBase.Job
    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.RequireAnyForUpdate(EntityQuery[])
    ComponentSystemBase.RequireAnyForUpdate(NativeArray<EntityQuery>)
    ComponentSystemBase.RequireForUpdate<T>()
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.GetSingletonRW<T>()
    ComponentSystemBase.GetSingletonBuffer<T>(Boolean)
    ComponentSystemBase.TryGetSingleton<T>(T)
    ComponentSystemBase.TryGetSingletonBuffer<T>(DynamicBuffer<T>)
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.TryGetSingletonEntity<T>(Entity)
    ComponentSystemBase.GetEntityQuery(ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(EntityQueryDesc[])
    ComponentSystemBase.GetEntityQuery(EntityQueryBuilder)
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.SystemHandle
    ComponentSystemBase.SystemHandleUntyped
    ComponentSystemBase.Time
    ComponentSystemBase.WorldUpdateAllocator
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: Unity.NetCode
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.ServerSimulation | WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst = true)]
    [UpdateBefore(typeof(FixedStepSimulationSystemGroup))]
    [UpdateBefore(typeof(PredictedSimulationSystemGroup))]
    [UpdateAfter(typeof(NetworkReceiveSystemGroup))]
    public class GhostSimulationSystemGroup : ComponentSystemGroup
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