docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct GhostPredictionSwitchingSystem

    System that applies the prediction switching on the queued entities (via GhostPredictionSwitchingQueues).

    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]
    [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
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)