Struct PredictedGhost
Component on client signaling that an entity is predicted (as opposed to interpolated). GhostMode GhostModeMask
Inherited Members
Namespace: Unity.NetCode
Assembly: solution.dll
Syntax
public struct PredictedGhost : IComponentData, IQueryTypeParameter
Fields
Name | Description |
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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. |