Struct PredictedGhost
Component on client signaling that an entity is predicted (as opposed to interpolated).
Implements
IComponentData
IQueryTypeParameter
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.
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 |
Returns
Type | Description |
---|---|
bool | True if the entity should be simulated. |
See Also
Implements
Unity.Entities.IComponentData
Unity.Entities.IQueryTypeParameter