Struct PredictedGhost
Component on client signaling that an entity is predicted (as opposed to interpolated).
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
public struct PredictedGhost : IComponentData, IQueryTypeParameter
Fields
AppliedTick
The last server snapshot that has been applied to the entity. Prefer AppliedTick, which is set for both interpolated and predicted ghosts.
Declaration
public NetworkTick AppliedTick
Field Value
| Type | Description |
|---|---|
| NetworkTick |
See Also
PredictionStartTick
The server tick from which the entity should start predicting.
When a new ghost snapshot is received, the entity is synced to the server state, and the PredictionStartTick is set to the snapshot server tick.
Otherwise, the PredictionStartTick should correspond to:
- The last simulated full tick by the client (see ClientServerTickRate) if a prediction backup (see GhostPredictionHistoryState) exists
- The last received snapshot tick if a continuation backup is not found.
Declaration
public NetworkTick PredictionStartTick
Field Value
| Type | Description |
|---|---|
| NetworkTick |
See Also
Methods
ShouldPredict(NetworkTick)
Query if the entity should be simulated (predicted) for the given tick.
Declaration
public bool ShouldPredict(NetworkTick tick)
Parameters
| Type | Name | Description |
|---|---|---|
| NetworkTick | tick | Network tick to simulate for |
Returns
| Type | Description |
|---|---|
| bool | True if the entity should be simulated. |