Struct ClientPopulatePrespawnedGhostsSystem
Responsible for assigning a unique ghostId to each pre-spawned ghost, and adding the ghost to the spawned ghosts maps. Relies on the previous initializations step to determine the subscene subset to process.
Implements
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(PrespawnGhostSystemGroup))]
[UpdateAfter(typeof(PrespawnGhostInitializationSystem))]
[BurstCompile]
public struct ClientPopulatePrespawnedGhostsSystem : ISystem, ISystemCompilerGenerated
Remarks
Clients expect to receive the following as part ot the protocol:
- The subscene hash and baseline hash for validation.
- The ghost id range for each subscene.
### The Full Prespawn Subscene Sync Protocol
The Client will eventually receive the subscene data and will store it into the `PrespawnSceneLoaded` collection. The Client (in parallel, before or after) will serialize the prespawn baseline when a new scene is loaded. The Client should validate that:
- The prespawn scenes are present on the server.
- That the prespawn ghost count, subscene hash and baseline hash match the one on the server.
The Client will assign the ghost ids to the prespawns. The Client must notify the server what scene sections has been loaded and initialized.
Methods
OnCreate(ref SystemState)
Called when this system is created.
Declaration
[BurstCompile]
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.
See Also
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 |
See Also
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