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    Struct GhostUpdateSystem

    System present only in client worlds, and responsible for:

    - updating the state of interpolated ghosts, by copying and intepolating data from the received snapshosts.

    - restore the predicted ghost state from the Unity.NetCode.GhostPredictionHistoryState before running the next prediction loop (until new snapshot aren't received).

    - updating the PredictedGhost properties for all predicted ghost, by reflecting the latest received snapshot (see AppliedTick) and setting up the correct tick from which the ghost should start predicting (see PredictionStartTick

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [UpdateInGroup(typeof(GhostSimulationSystemGroup))]
    [UpdateAfter(typeof(GhostReceiveSystem))]
    [UpdateBefore(typeof(GhostInputSystemGroup))]
    [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
    [BurstCompile]
    public struct GhostUpdateSystem : ISystem
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