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    Class GhostAnimationController

    A ghost animation controller is a special animation graph which supports ghosting through netcode for entities. It needs to be added to a GameObject which is referenced by an entity through a GhostPresentationGameObjectPrefabReference. The controller has a single graph asset, but that asset can be recursive and contain a full graph.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    GhostAnimationController
    Implements
    IRegisterPlayableData
    Inherited Members
    MonoBehaviour.IsInvoking()
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    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
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    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
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    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.NetCode.Hybrid
    Assembly: solution.dll
    Syntax
    [RequireComponent(typeof(Animator), typeof(GhostPresentationGameObjectEntityOwner))]
    [DisallowMultipleComponent]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/Unity.NetCode.Hybrid.GhostAnimationController.html")]
    public class GhostAnimationController : MonoBehaviour, IRegisterPlayableData

    Fields

    Name Description
    AnimationGraphAsset

    The graph asset used by this controller.

    EvaluateGraphInPrediction

    Setting this to true will cause the animation graph to be evaluated as part of the prediction update. Doing that will give you immediate updated to the skeleton, if it is set to false the pose will only be update once per frame after all systems have run, so it has a one frame latency. Setting it to false will also prevet root motion from working.

    IgnoreEvents

    Setting this to true will prevent the animation system from firing events even if they are specified in the animation nodes. This is mostly useful if you are re-using an asset with events but are not handling the events in the entities version.

    Properties

    Name Description
    ApplyRootMotion

    Returns true if root motion is being used by this controller. It is only true if the animator supports it, the graph is evaluated in prediction and the ghost is predicted (when using owner prediction the local players character is predicted). Can be accessed from graph assets to modify behaviour when root motion is enabled.

    Methods

    Name Description
    GetEntityBuffer<T>()

    Get a DynamicBuffer for a component on the entity associated with the controller. This can only be called from PreparePredictedData.

    GetEntityComponentData<T>()

    Get a copy of data for a component on the entity associated with the controller. This can only be called from PreparePredictedData.

    GetPlayableDataRef<T>()

    Get a reference to playable data registered by the graph asset. This can only be called from PreparePredictedData.

    GetPlayableData<T>()

    Get a copy of playable data registered by the graph asset. This can be called at any time.

    RegisterPlayableData<T>()

    Implementation of IRegisterPlayableData, should not be called directly.

    SetEntityComponentData<T>(T)

    Modify the data for a component on the entity associated with the controller. This can only be called from PreparePredictedData.

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