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    Struct GhostRelevancy

    Singleton entity present on the server. Every frame, collect the set of ghosts that should be (or should not be) replicated to a given client.

    Implements
    IComponentData
    IQueryTypeParameter
    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
    public struct GhostRelevancy : IComponentData, IQueryTypeParameter
    Remarks

    Use GhostRelevancy to avoid replicating entities that the player can neither see, nor interact with.

    Fields

    DefaultRelevancyQuery

    Use this query to specify the default per-component type rules about which ghosts should be relevant. Note, however, that this filter is overridden by GhostRelevancySet. For example Mode = SetIsRelevant, DefaultRelevancyQuery = Any<MyComponentA>, GhostRelevancySet = ghostWithComponentB

    • All ghosts with MyComponentA + the single ghostWithComponentB will be relevant Mode = SetIsIrrelevant, DefaultRelevancyQuery = Any<MyComponentA>, GhostRelevancySet = ghostWithComponentA
    • All ghosts with MyComponentA will be relevant, except the single ghostWithComponentA
    Declaration
    public EntityQuery DefaultRelevancyQuery
    Field Value
    Type Description
    EntityQuery
    Remarks

    Since this is translating to a Unity.Entities.EntityQueryMask internally, the same restrictions apply for filtering. Ensure your query uses the Any filter if you have multiple ghost types which should all be considered always relevant by default.

    GhostRelevancyMode

    Specify if the ghosts present in the GhostRelevancySet should be replicated (relevant) or not replicated (irrelevant) to the the client.

    Declaration
    public GhostRelevancyMode GhostRelevancyMode
    Field Value
    Type Description
    GhostRelevancyMode

    GhostRelevancySet

    A sorted collection of (connection, ghost) pairs, that should be used to specify which ghosts, for a given connection, should be replicated (or not replicated, based on the GhostRelevancyMode) for the current simulated tick. For per-component type rules, see DefaultRelevancyQuery.

    Declaration
    public readonly NativeParallelHashMap<RelevantGhostForConnection, int> GhostRelevancySet
    Field Value
    Type Description
    NativeParallelHashMap<RelevantGhostForConnection, int>

    Implements

    Unity.Entities.IComponentData
    Unity.Entities.IQueryTypeParameter
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