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
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