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    Struct PredictedGhost

    Component on client signaling that an entity is predicted (as opposed to interpolated).

    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 PredictedGhost : IComponentData, IQueryTypeParameter

    Fields

    AppliedTick

    The last server snapshot that has been applied to the entity.

    Declaration
    public NetworkTick AppliedTick
    Field Value
    Type Description
    NetworkTick
    See Also
    GhostMode
    GhostModeMask

    PredictionStartTick

    The server tick from which the entity should start predicting.

    When a new ghost snapshot is received, the entity is synced to the server state, and the PredictionStartTick is set to the snapshot server tick.

    Otherwise, the PredictionStartTick should correspond to:

    - The last simulated full tick by the client (see ClientServerTickRate) if a prediction backup (see GhostPredictionHistoryState) exists

    - The last received snapshot tick if a continuation backup is not found.

    Declaration
    public NetworkTick PredictionStartTick
    Field Value
    Type Description
    NetworkTick
    See Also
    GhostMode
    GhostModeMask

    Methods

    ShouldPredict(NetworkTick)

    Query if the entity should be simulated (predicted) for the given tick.

    Declaration
    public bool ShouldPredict(NetworkTick tick)
    Parameters
    Type Name Description
    NetworkTick tick

    Network tick to simulate for

    Returns
    Type Description
    bool

    True if the entity should be simulated.

    See Also
    GhostMode
    GhostModeMask

    Implements

    Unity.Entities.IComponentData
    Unity.Entities.IQueryTypeParameter

    See Also

    GhostMode
    GhostModeMask
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