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    Class NetworkGroupCommandBufferSystem

    The Unity.Entities.EntityCommandBufferSystem at the end of the NetworkReceiveSystemGroup that is used to sync connection entity state (like creation and destruction).

    Inheritance
    object
    ComponentSystemBase
    SystemBase
    EntityCommandBufferSystem
    NetworkGroupCommandBufferSystem
    Inherited Members
    EntityCommandBufferSystem.m_PendingBuffers
    EntityCommandBufferSystem.CreateCommandBuffer()
    EntityCommandBufferSystem.AddJobHandleForProducer(JobHandle)
    EntityCommandBufferSystem.CreateCommandBuffer(ref UnsafeList<EntityCommandBuffer>, AllocatorManager.AllocatorHandle, WorldUnmanaged)
    EntityCommandBufferSystem.CreateCommandBuffer(ref UnsafeList<EntityCommandBuffer>, WorldUnmanaged)
    EntityCommandBufferSystem.PendingBuffers
    SystemBase.CompleteDependency()
    SystemBase.Update()
    SystemBase.GetComponent<T>(Entity)
    SystemBase.SetComponent<T>(Entity, T)
    SystemBase.HasComponent<T>(Entity)
    SystemBase.HasBuffer<T>(Entity)
    SystemBase.GetComponentLookup<T>(bool)
    SystemBase.GetComponentDataFromEntity<T>(bool)
    SystemBase.GetBuffer<T>(Entity, bool)
    SystemBase.GetBufferLookup<T>(bool)
    SystemBase.GetBufferFromEntity<T>(bool)
    SystemBase.GetEntityStorageInfoLookup()
    SystemBase.GetStorageInfoFromEntity()
    SystemBase.Exists(Entity)
    SystemBase.Dependency
    SystemBase.CheckedStateRef
    SystemBase.Entities
    SystemBase.Job
    ComponentSystemBase.ShouldRunSystem()
    ComponentSystemBase.GetComponentTypeHandle<T>(bool)
    ComponentSystemBase.GetDynamicComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetBufferTypeHandle<T>(bool)
    ComponentSystemBase.GetSharedComponentTypeHandle<T>()
    ComponentSystemBase.GetDynamicSharedComponentTypeHandle(ComponentType)
    ComponentSystemBase.GetEntityTypeHandle()
    ComponentSystemBase.RequireForUpdate(EntityQuery)
    ComponentSystemBase.RequireAnyForUpdate(params EntityQuery[])
    ComponentSystemBase.RequireAnyForUpdate(NativeArray<EntityQuery>)
    ComponentSystemBase.RequireForUpdate<T>()
    ComponentSystemBase.RequireSingletonForUpdate<T>()
    ComponentSystemBase.HasSingleton<T>()
    ComponentSystemBase.GetSingleton<T>()
    ComponentSystemBase.GetSingletonRW<T>()
    ComponentSystemBase.GetSingletonBuffer<T>(bool)
    ComponentSystemBase.TryGetSingleton<T>(out T)
    ComponentSystemBase.TryGetSingletonBuffer<T>(out DynamicBuffer<T>)
    ComponentSystemBase.SetSingleton<T>(T)
    ComponentSystemBase.GetSingletonEntity<T>()
    ComponentSystemBase.TryGetSingletonEntity<T>(out Entity)
    ComponentSystemBase.GetEntityQuery(params ComponentType[])
    ComponentSystemBase.GetEntityQuery(NativeArray<ComponentType>)
    ComponentSystemBase.GetEntityQuery(params EntityQueryDesc[])
    ComponentSystemBase.GetEntityQuery(in EntityQueryBuilder)
    ComponentSystemBase.Enabled
    ComponentSystemBase.EntityQueries
    ComponentSystemBase.GlobalSystemVersion
    ComponentSystemBase.LastSystemVersion
    ComponentSystemBase.EntityManager
    ComponentSystemBase.World
    ComponentSystemBase.SystemHandle
    ComponentSystemBase.SystemHandleUntyped
    ComponentSystemBase.Time
    ComponentSystemBase.WorldUpdateAllocator
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(NetworkReceiveSystemGroup), OrderLast = true)]
    [BurstCompile]
    public class NetworkGroupCommandBufferSystem : EntityCommandBufferSystem

    Methods

    OnCreateForCompiler()

    Declaration
    protected override void OnCreateForCompiler()
    Overrides
    Unity.Entities.ComponentSystemBase.OnCreateForCompiler()
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