Struct GhostUpdateSystem
System present only in client worlds, and responsible for:
- updating the state of interpolated ghosts, by copying and intepolating data from the received snapshosts.
- restore the predicted ghost state from the GhostPredictionHistoryState before running the next prediction loop (until new snapshot aren't received).
- updating the PredictedGhost properties for all predicted ghost, by reflecting the latest received snapshot (see AppliedTick)
and setting up the correct tick from which the ghost should start predicting (see PredictionStartTick
Implements
ISystemCompilerGenerated
Assembly: Unity.NetCode.dll
Syntax
[UpdateInGroup(typeof(GhostSimulationSystemGroup))]
[UpdateAfter(typeof(GhostReceiveSystem))]
[UpdateBefore(typeof(GhostSpawnClassificationSystemGroup))]
[UpdateBefore(typeof(GhostInputSystemGroup))]
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
[BurstCompile]
public struct GhostUpdateSystem : ISystem, ISystemCompilerGenerated
Implements
Unity.Entities.ISystemCompilerGenerated
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