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    Struct GhostPredictionSwitchingSystem

    System that applies the prediction switching on the queued entities (via GhostPredictionSwitchingQueues).

    Implements
    ISystem
    ISystemCompilerGenerated
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    [BurstCompile]
    [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(GhostSimulationSystemGroup))]
    [UpdateAfter(typeof(GhostReceiveSystem))]
    [UpdateBefore(typeof(GhostUpdateSystem))]
    public struct GhostPredictionSwitchingSystem : ISystem, ISystemCompilerGenerated

    Methods

    OnCreate(ref SystemState)

    Called when this system is created.

    Declaration
    public void OnCreate(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    Remarks

    Implement an OnCreate function to set up system resources when it is created.

    OnCreate is invoked before the the first time Unity.Entities.ISystemStartStop.OnStartRunning(ref Unity.Entities.SystemState) and Unity.Entities.ISystem.OnUpdate(ref Unity.Entities.SystemState) are invoked.

    OnCreateForCompiler(ref SystemState)

    Generated by compilation pipeline and used internally.

    Declaration
    public void OnCreateForCompiler(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    OnDestroy(ref SystemState)

    Called when this system is destroyed.

    Declaration
    [BurstCompile]
    public void OnDestroy(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    Remarks

    Systems are destroyed when the application shuts down, the World is destroyed, or you call Unity.Entities.World.DestroySystem(Unity.Entities.SystemHandle). In the Unity Editor, system destruction occurs when you exit Play Mode and when scripts are reloaded.

    OnUpdate(ref SystemState)

    Implement OnUpdate to perform the major work of this system.

    Declaration
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    Remarks

    By default, the system invokes `OnUpdate` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call Unity.Entities.SystemState.RequireForUpdate<T>() or Unity.Entities.SystemState.RequireForUpdate(Unity.Entities.EntityQuery) in the system's OnCreate method. For more information, see Unity.Entities.SystemState.ShouldRunSystem().

    You can instantiate and schedule an Unity.Entities.IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call Unity.Entities.EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].

     [sync points]: xref:concepts-structural-changes
     [C# Job System]: https://docs.unity3d.com/Manual/JobSystem.html
     [EntityQueries]: xref:Unity.Entities.EntityQuery
     [RequireMatchingQueriesForUpdateAttribute]: xref:Unity.Entities.RequireMatchingQueriesForUpdateAttribute
    

    Implements

    Unity.Entities.ISystem
    Unity.Entities.ISystemCompilerGenerated
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