{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Struct PrespawnedGhostPreprocessScene | Netcode for Entities | 1.1.0-pre.3
docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct PrespawnedGhostPreprocessScene

    Process in the editor any sub-scene open for edit that contains pre-spawned ghosts. This is a work-around for a limitation in the conversion workdflow that prevent custom component added to sceen section entity when a sub-scene is open for edit. To overcome that, the SubSceneWithPrespawnGhosts is added at runtime here and a LiveLinkPrespawnSectionReference is also added ot the scene section enity to provide some misisng information about the section is referring to.

    Implements
    ISystem
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode.Editor
    Assembly: solution.dll
    Syntax
    [BurstCompile]
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(InitializationSystemGroup))]
    public struct PrespawnedGhostPreprocessScene : ISystem

    Implements

    ISystem
    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)