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    Struct GhostSpawnClassificationSystem

    The default GhostSpawnClassificationSystem will set the SpawnType to the default specified in the GhostAuthoringComponent, unless some other classification has already set the SpawnType. This system will also check ghost owner to set the spawn type correctly for owner predicted ghosts. For predictive spawning you usually add a system after GhostSpawnClassificationSystem which only looks at items with SpawnType set to Predicted and set the PredictedSpawnEntity if you find a matching entity. The reason to put predictive spawn systems after the default is so the owner predicted logic has run.

    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(GhostSpawnClassificationSystemGroup))]
    [CreateAfter(typeof(GhostCollectionSystem))]
    [CreateAfter(typeof(GhostReceiveSystem))]
    [BurstCompile]
    public struct GhostSpawnClassificationSystem : 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

    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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