Struct GhostSpawnSystem
System responsible for spawning all the ghost entities for the client world.
When a ghost snapshot is received from the server, the GhostReceiveSystem add a spawning request to the GhostSpawnBuffer. After the spawning requests has been classified (see GhostSpawnClassificationSystem), the GhostSpawnSystem start processing the spawning queue.
Based on the spawning (GhostSpawnBuffer.Type), the requests are handled quite differently.
When the mode is set to Interpolated, the ghost creation is delayed until the InterpolationTick match (or is greater) the actual spawning tick on the server. A temporary entity, holding the spawning information, the received snapshot data from the server, and tagged with the PendingSpawnPlaceholder is created. The entity will exists until the real ghost instance is spawned (or a de-spawn request has been received), and its sole purpose of receiving new incoming snapshots (even though they are not applied to the entity, since it is not a real ghost).
When the mode is set to Predicted, a new ghost instance in spawned immediately if the current simulated ServerTick is greater or equals the spawning tick reported by the server. This condition is usually the norm, since the client timeline (the current simulated tick) should be ahead of the server.
Otherwise, the ghost creation is delayed until the the ServerTick is greater or equals the required spawning tick. Like to interpolated ghost, a temporary placeholder entity is created to hold spawning information and for holding new received snapshots.
Implements
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(GhostSpawnSystemGroup))]
public struct GhostSpawnSystem : 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