Class EndPredictedSimulationEntityCommandBufferSystem
The Unity.Entities.EntityCommandBufferSystem at the end of the PredictedSimulationSystemGroup.
Inheritance
ComponentSystemBase
SystemBase
EntityCommandBufferSystem
EndPredictedSimulationEntityCommandBufferSystem
Inherited Members
EntityCommandBufferSystem.m_PendingBuffers
EntityCommandBufferSystem.PendingBuffers
EntityCommandBufferSystem.CreateCommandBuffer()
EntityCommandBufferSystem.CreateCommandBuffer(ref UnsafeList<EntityCommandBuffer>, AllocatorManager.AllocatorHandle, WorldUnmanaged)
EntityCommandBufferSystem.CreateCommandBuffer(ref UnsafeList<EntityCommandBuffer>, WorldUnmanaged)
SystemBase.Dependency
SystemBase.CheckedStateRef
SystemBase.CompleteDependency()
SystemBase.Entities
SystemBase.Job
SystemBase.Update()
SystemBase.GetComponent<T>(Entity)
SystemBase.SetComponent<T>(Entity, T)
SystemBase.HasComponent<T>(Entity)
SystemBase.HasBuffer<T>(Entity)
SystemBase.GetEntityStorageInfoLookup()
SystemBase.GetStorageInfoFromEntity()
SystemBase.Exists(Entity)
ComponentSystemBase.Enabled
ComponentSystemBase.EntityQueries
ComponentSystemBase.GlobalSystemVersion
ComponentSystemBase.LastSystemVersion
ComponentSystemBase.EntityManager
ComponentSystemBase.World
ComponentSystemBase.SystemHandle
ComponentSystemBase.SystemHandleUntyped
ComponentSystemBase.Time
ComponentSystemBase.WorldUpdateAllocator
ComponentSystemBase.ShouldRunSystem()
ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
ComponentSystemBase.GetSharedComponentTypeHandle<T>()
ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
ComponentSystemBase.GetEntityTypeHandle()
ComponentSystemBase.RequireForUpdate(EntityQuery)
ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
ComponentSystemBase.RequireForUpdate<T>()
ComponentSystemBase.RequireSingletonForUpdate<T>()
ComponentSystemBase.HasSingleton<T>()
ComponentSystemBase.GetSingleton<T>()
ComponentSystemBase.GetSingletonRW<T>()
ComponentSystemBase.TryGetSingleton<T>(out T)
ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
ComponentSystemBase.SetSingleton<T>(T)
ComponentSystemBase.GetSingletonEntity<T>()
ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
ComponentSystemBase.GetEntityQuery(params ComponentType[])
ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.Default|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(PredictedSimulationSystemGroup), OrderLast = true)]
public class EndPredictedSimulationEntityCommandBufferSystem : EntityCommandBufferSystem
Remarks
Prefer using this system to queue spawning operations that involved predicted ghosts, especially on the Client (predicted spawning). This guarantee that they are initialized with the correct state at the tick they are spawned (no partial tick) if the usual rules for spawning (NetworkTime.IsFirstTimePredictedTick true) are followed.