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
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