Field UsePreSerialization
Force this ghost to be quantized and copied to the snapshot format once for all connections instead
of once per connection. This can save CPU time in the ghost send system if the ghost is
almost always sent to at least one connection, and it contains many serialized components, serialized
components on child entities or serialized buffers. A common case where this can be useful is the ghost
for the character / player.
Assembly: solution.dll
Syntax
[Tooltip("CPU optimization that forces this ghost to be quantized and copied to the snapshot format <b>once for all connections</b> (instead of once <b>per connection</b>). This can save CPU time in the `GhostSendSystem` assuming all of the following:\n\n - The ghost contains many serialized components, serialized components on child entities, or serialized buffers.\n\n - The ghost is almost always sent to at least one connection.\n\n<i>Example use-cases: Players, important gameplay items like footballs and crowns, global entities like map settings and dynamic weather conditions.</i>")]
public bool UsePreSerialization
Returns
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