{!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} Class GhostAuthoringComponent | Netcode for Entities | 1.1.0-pre.3
docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Class GhostAuthoringComponent

    The GhostAuthoringComponent is the main entry point to configure and create replicated ghosts types. The component must be added only to the GameObject hierarchy root.

    It allows setting all ghost properties, such as the replication mode SupportedGhostModes, bandwidth optimization strategy (OptimizationMode, the ghost Importance (how frequently is sent) and others).

    GhostAuthoringInspectionComponent
    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    GhostAuthoringComponent
    Inherited Members
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    [RequireComponent(typeof(LinkedEntityGroupAuthoring))]
    [DisallowMultipleComponent]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/Unity.NetCode.GhostAuthoringComponent.html")]
    public class GhostAuthoringComponent : MonoBehaviour

    Fields

    Name Description
    DefaultGhostMode

    The ghost mode used if you do not manually change it using a GhostSpawnClassificationSystem. If set to OwnerPredicted the ghost will be predicted on the client which owns it and interpolated elsewhere. You must not change the mode using a classification system if using owner predicted.

    ForcePrefabConversion

    Force the ghost baker to treat this GameObject as if it was a prefab. This is used if you want to programmatically create a ghost prefab as a GameObject and convert it to an Entity prefab with ConvertGameObjectHierarchy.

    GhostGroup

    Add a GhostGroup component which makes it possible for this entity to be the root of a ghost group.

    HasOwner

    Add a GhostOwner tracking which connection owns this component. You must set the GhostOwner to a valid NetworkId.Value at runtime.

    Importance

    If not all ghosts can fit in a snapshot only the most important ghosts will be sent. Higher importance means the ghost is more likely to be sent.

    OptimizationMode

    This setting is only for optimization, the ghost will be sent when modified regardless of this setting. Optimizing for static makes snapshots slightly larger when they change, but smaller when they do not change.

    SupportAutoCommandTarget

    Automatically send all ICommandData buffers if the ghost is owned by the current connection, AutoCommandTarget.Enabled is true and the ghost is predicted.

    SupportedGhostModes

    The ghost modes supported by this ghost. This will perform some more optimizations at authoring time but make it impossible to change ghost mode at runtime.

    TrackInterpolationDelay

    Add a CommandDataInterpolationDelay component so the interpolation delay of each client is tracked. This is used for server side lag-compensation.

    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.

    Properties

    Name Description
    SupportsSendTypeOptimization

    True if we can apply the GhostSendType optimization on this Ghost.

    Methods

    Name Description
    GetAndValidateGhostName(out ulong)

    Validate the name of the GameObject prefab.

    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)