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.
Inherited Members
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