Struct PhysicsWorldHistory
A system used to store old state of the physics world for lag compensation. This system creates a PhysicsWorldHistorySingleton and from that you can get a physics collision world for a previous tick.
Implements
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.Physics.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(PhysicsSystemGroup), OrderLast = true)]
[BurstCompile]
public struct PhysicsWorldHistory : ISystem, ISystemCompilerGenerated
Remarks
This clone of the PhysicsWorld occurs shortly after building the physics world, to ensure that collider BlobAssetReferences are valid and correctly copyable.
Fields
RawHistoryBufferMaxCapacity
Max quantity of CollisionWorld's that can be stored in the RawHistoryBuffer.
Declaration
public const int RawHistoryBufferMaxCapacity = 32
Field Value
| Type | Description |
|---|---|
| int |
Remarks
Lag compensation queries that attempt to reach further back than the capacity will be clamped to the oldest. The previous value was 16.
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