Struct PredictedGhost
Component on client signaling that an entity is predicted (as opposed to interpolated).
Implements
IComponentData
IQueryTypeParameter
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
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
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.
|
See Also
Implements
Unity.Entities.IComponentData
Unity.Entities.IQueryTypeParameter
See Also
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.