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    Struct GhostCollectionSystem

    System responsible to construct and manage the GhostCollection singleton data.

    The system processes all the ghost prefabs present in the world by:

    - stripping and removing components from the entity prefab based on GhostPrefabType

    - populating the GhostCollectionPrefab

    - preparing and constructing all the necessary data structure (GhostCollectionPrefabSerializer, GhostCollectionComponentIndex and GhostCollectionComponentType) for serializing ghosts

    Implements
    ISystem
    ISystemCompilerGenerated
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    [BurstCompile]
    [UpdateInGroup(typeof(GhostSimulationSystemGroup))]
    [CreateAfter(typeof(DefaultVariantSystemGroup))]
    [WorldSystemFilter(WorldSystemFilterFlags.Default|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    public struct GhostCollectionSystem : ISystem, ISystemCompilerGenerated

    Methods

    OnCreate(ref SystemState)

    Declaration
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    OnCreateForCompiler(ref SystemState)

    Declaration
    public void OnCreateForCompiler(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    OnDestroy(ref SystemState)

    Declaration
    [BurstCompile]
    public void OnDestroy(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    OnUpdate(ref SystemState)

    Declaration
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    Implements

    Unity.Entities.ISystem
    Unity.Entities.ISystemCompilerGenerated
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