Struct GhostDistancePartitioningSystem
Computes index for each entity. The translation is used to compute the right tile index to assign to the GhostDistancePartitionShared. A tiles border width is used to allow for a buffer in which it will not swap over. Meaning that when an entity has crossed the border width over the end of the tile, the entity will be assign the neighboring tile index. To cross back the same border width distance must be traveled back to be reassigned to the original tile index.
Implements
ISystem
ISystemStartStop
ISystemCompilerGenerated
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(GhostSimulationSystemGroup), OrderFirst = true)]
[BurstCompile]
public struct GhostDistancePartitioningSystem : ISystem, ISystemStartStop, ISystemCompilerGenerated
Implements
Unity.Entities.ISystem
Unity.Entities.ISystemStartStop
Unity.Entities.ISystemCompilerGenerated