Struct GhostDespawnSystem
Present only in client worlds. Responsible for destroying spawned ghosts when a despawn
request/command is received from the server.
Clients are not responsible for destroying ghost entities (and thus should never). The server is
responsible for notifying the client about which ghosts should be destroyed (as part of the snapshot protocol).
When a despawn command is received, the ghost entity is queued into a despawn queue. Two distinct despawn
queues exist: one for interpolated, and one for the predicted ghosts.
The above distinction is necessary because interpolated ghosts timeline (InterpolationTick)
is in the past in respect to both the server and client timeline (the current simulated tick).
When a snapshot with a despawn command (for an interpolated ghost) is received, the server tick at which the entity has been destroyed
(on the server) may be still in the future (for this client), and therefore the client must wait until the InterpolationTick
is greater or equal the despawning tick to actually despawn the ghost.
Predicted entities, on the other hand, can be despawned only when the current ServerTick is
greater than or equal to the despawn tick of the server. Therefore, if the client is running ahead (as it should be),
predicted ghosts will be destroyed as soon as their despawn request is pulled out of the snapshot
(i.e. later on that same frame).
Implements
ISystemCompilerGenerated
Assembly: Unity.NetCode.dll
Syntax
[BurstCompile]
[RequireMatchingQueriesForUpdate]
[UpdateInGroup(typeof(GhostSimulationSystemGroup))]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
public struct GhostDespawnSystem : ISystem, ISystemCompilerGenerated
Implements
Unity.Entities.ISystemCompilerGenerated
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.