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    Struct GhostPredictionSmoothing

    Singleton used to register a SmoothingAction for a certain component type. The SmoothingAction is used to change the component value over time correct misprediction. Two different types of smoothing action can be registered:

    - A smoothing action without argument. See RegisterSmoothingAction<T>(EntityManager, PortableFunctionPointer<SmoothingActionDelegate>)

    - A smoothing action that take a component data as argument. See RegisterSmoothingAction<T, U>(EntityManager, PortableFunctionPointer<SmoothingActionDelegate>)

    Implements
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public struct GhostPredictionSmoothing : IComponentData, IQueryTypeParameter

    Methods

    Name Description
    RegisterSmoothingAction<T>(EntityManager, PortableFunctionPointer<SmoothingActionDelegate>)

    Register a smoothing function that does not take any argument for the specified component type.

    RegisterSmoothingAction<T, U>(EntityManager, PortableFunctionPointer<SmoothingActionDelegate>)

    Register a smoothing function that take a user specified component data as argument. A maximum of 8 different component data type can be used to pass data to the smoothing functions. There is no limitation in the number of smoothing action, component type pairs that can be registed.

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