Struct GhostPredictionSwitchingSystem
System that applies the prediction switching on the queued entities (via GhostPredictionSwitchingQueues).
Implements
ISystem
ISystemCompilerGenerated
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[BurstCompile]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(GhostSimulationSystemGroup))]
[UpdateAfter(typeof(GhostReceiveSystem))]
[UpdateBefore(typeof(GhostUpdateSystem))]
public struct GhostPredictionSwitchingSystem : ISystem, ISystemCompilerGenerated
Methods
OnCreate(ref SystemState)
Declaration
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