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    Struct PredictedGhost

    Component on client signaling that an entity is predicted (as opposed to interpolated). GhostMode GhostModeMask

    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 PredictedGhost : IComponentData, IQueryTypeParameter

    Fields

    Name Description
    AppliedTick

    The last server snapshot that has been applied to the entity.

    PredictionStartTick

    The server tick from which the entity should start predicting.

    When a new ghost snapshot is received, the entity is synced to the server state, and the PredictionStartTick is set to the snapshot server tick.

    Otherwise, the PredictionStartTick should correspond to:

    - The last simulated full tick by the client (see ClientServerTickRate) if a prediction backup (see GhostPredictionHistoryState) exists

    - The last received snapshot tick if a continuation backup is not found.

    Methods

    Name Description
    ShouldPredict(NetworkTick)

    Query if the entity should be simulated (predicted) for the given tick.

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