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    Struct PredictedGhost

    Component on client signaling that an entity is predicted (as opposed to interpolated). GhostMode GhostModeMask

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    public struct PredictedGhost : IComponentData, IQueryTypeParameter

    Fields

    AppliedTick

    The last server snapshot that has been applied to the entity.

    Declaration
    public NetworkTick AppliedTick
    Field Value
    Type Description
    NetworkTick

    PredictionStartTick

    The server tick from which the entity should start predicting.

    When a new ghost snapshot is received, the entity is synced to the server state, and the PredictionStartTick is set to the snapshot server tick.

    Otherwise, the PredictionStartTick should correspond to:

    - The last simulated full tick by the client (see ClientServerTickRate) if a prediction backup (see Unity.NetCode.GhostPredictionHistoryState) exists

    - The last received snapshot tick if a continuation backup is not found.

    Declaration
    public NetworkTick PredictionStartTick
    Field Value
    Type Description
    NetworkTick

    Methods

    ShouldPredict(NetworkTick)

    Query if the entity should be simulated (predicted) for the given tick.

    Declaration
    public bool ShouldPredict(NetworkTick tick)
    Parameters
    Type Name Description
    NetworkTick tick
    Returns
    Type Description
    Boolean

    True if the entity should be simulated.

    In This Article
    • Fields
      • AppliedTick
      • PredictionStartTick
    • Methods
      • ShouldPredict(NetworkTick)
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