Enum GhostModeMask
Stores the Supported Ghost Mode
by a ghost at authoring time.
- Interpolated: Interpolated
- Predicted: Predicted
- All: All
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
public enum GhostModeMask
Fields
Name | Description |
---|---|
All | Supports both modes, and thus can be changed at runtime (called "runtime prediction switching" via GhostPredictionSwitchingQueues). Disables mode-specific optimizations (via GhostSendType). |
Interpolated | Interpolated Ghosts are lightweight, as they perform no simulation on the client. Instead, their values are interpolated (via SmoothingAction rules) from the latest few processed snapshots. From a timeline POV: Interpolated ghosts are behind the server. |
Predicted | Predicted Ghosts are predicted by the clients. I.e. Their Unity.Entities.Simulate component is enabled during the execution of the PredictedSimulationSystemGroup, and Systems in the PredictedSimulationSystemGroup will execute on their entities. They'll also have the PredictedGhost. This prediction is both expensive and non-authoritative, however, it does allow predicted Ghosts to interact with physics more accurately, and it does align their timeline with the current client. Miss-predictions are handled by GhostPredictionSmoothing (example: DefaultTranslationSmoothingAction). From a timeline POV: Interpolated ghosts are behind the current client, and the server. |