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.
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)
Declaration
public void OnCreate(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
OnCreateForCompiler(ref SystemState)
Declaration
public void OnCreateForCompiler(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
OnDestroy(ref SystemState)
Declaration
[BurstCompile]
public void OnDestroy(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
OnUpdate(ref SystemState)
Declaration
[BurstCompile]
public void OnUpdate(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
Implements
Unity.Entities.ISystemCompilerGenerated