Class GhostSimulationSystemGroup
Present for both client and server worlds (and Local, for singleplayer input support). This is the core group, and contains the majority of the netcode systems. Its responsibilities are varied, and can be roughly sub-divided in the following categories:
-input gathering: GhostInputSystemGroup
-command handling: CommandSendSystemGroup
-ghost prediction/simulation: PredictedSimulationSystemGroup
-ghost spawning: see GhostSpawnClassificationSystem, GhostSpawnSystemGroup, GhostSpawnSystem, GhostDespawnSystem
-ghost replication: GhostCollection, GhostSendSystem, GhostReceiveSystem and GhostUpdateSystem.
In general, all systems that need to simulate/manipulate ghost entities should be added to this group.
Inherited Members
ComponentSystemGroup.EnableSystemSorting
ComponentSystemGroup.Created
ComponentSystemGroup.ManagedSystems
ComponentSystemGroup.AddSystemToUpdateList(ComponentSystemBase)
ComponentSystemGroup.AddSystemToUpdateList(SystemHandle)
ComponentSystemGroup.RemoveSystemFromUpdateList(ComponentSystemBase)
ComponentSystemGroup.RemoveSystemFromUpdateList(SystemHandle)
ComponentSystemGroup.SortSystems()
ComponentSystemGroup.FixedRateManager
ComponentSystemGroup.RateManager
ComponentSystemGroup.SetRateManagerCreateAllocator(IRateManager)
ComponentSystemGroup.RateGroupAllocators
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.LocalSimulation|WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation)]
[UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst = true)]
[UpdateBefore(typeof(FixedStepSimulationSystemGroup))]
[UpdateBefore(typeof(PredictedSimulationSystemGroup))]
public class GhostSimulationSystemGroup : ComponentSystemGroup