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    Struct GhostPredictionHistorySystem

    A system used to make a backup of the current predicted state, right after the last full (not fractional) tick in a prediction loop for a frame has been completed. The backup does a memcopy of all ghost components (into a separate memory area connected to the chunk). The backup is used to restore the last full tick, to continue prediction when no new data has arrived. Note: When this happens, only the fields which are actually serialized as part of the snapshot are copied back, not the full component. Thus, preserving any non-GhostField state. The backup data is also used to:

    • Detect errors in the prediction.
    • To add smoothing of predicted values.
    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
    [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(PredictedSimulationSystemGroup), OrderLast = true)]
    [BurstCompile]
    public struct GhostPredictionHistorySystem : 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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