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

    Show / Hide Table of Contents

    Struct GhostDistancePartitioningSystem

    Computes index for each entity. The translation is used to compute the right tile index to assign to the GhostDistancePartitionShared. A tiles border width is used to allow for a buffer in which it will not swap over. Meaning that when an entity has crossed the border width over the end of the tile, the entity will be assign the neighboring tile index. To cross back the same border width distance must be traveled back to be reassigned to the original tile index.

    Implements
    ISystem
    ISystemStartStop
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(GhostSimulationSystemGroup), OrderFirst = true)]
    [BurstCompile]
    public struct GhostDistancePartitioningSystem : ISystem, ISystemStartStop

    Implements

    ISystem
    ISystemStartStop
    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)