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    • Unity.​Net​Code
    • Switch​Prediction​Smoothing

    Struct SwitchPredictionSmoothing

    A struct that is temporarily added to a ghosts entity when it switching between predicted / interpolated mode. Added by GhostPredictionSwitchingSystem while processing the GhostPredictionSwitchingQueues.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [WriteGroup(typeof(LocalToWorld))]
    public struct SwitchPredictionSmoothing : IComponentData, IQueryTypeParameter

    Fields

    CurrentFactor

    The smoothing fraction to apply to the current transform. Always in between 0 and 1f.

    Declaration
    public float CurrentFactor
    Field Value
    Type Description
    Single

    Duration

    The duration in second of the transition. Setup when the component is added and then remain constant.

    Declaration
    public float Duration
    Field Value
    Type Description
    Single

    InitialPosition

    The initial position of the ghost (in world space).

    Declaration
    public float3 InitialPosition
    Field Value
    Type Description
    float3

    InitialRotation

    The initial rotation of the ghost (in world space).

    Declaration
    public quaternion InitialRotation
    Field Value
    Type Description
    quaternion

    SkipVersion

    The current version of the system when the component added to entity.

    Declaration
    public uint SkipVersion
    Field Value
    Type Description
    UInt32
    In This Article
    • Fields
      • CurrentFactor
      • Duration
      • InitialPosition
      • InitialRotation
      • SkipVersion
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