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    Struct PrespawnedGhostPreprocessScene

    Process in the editor any sub-scene open for edit that contains pre-spawned ghosts. This is a work-around for a limitation in the conversion workdflow that prevent custom component added to sceen section entity when a sub-scene is open for edit. To overcome that, the SubSceneWithPrespawnGhosts is added at runtime here and a LiveLinkPrespawnSectionReference is also added ot the scene section enity to provide some misisng information about the section is referring to.

    Implements
    ISystem
    ISystemCompilerGenerated
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode.Editor
    Assembly: Unity.NetCode.Editor.dll
    Syntax
    [BurstCompile]
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(InitializationSystemGroup))]
    public struct PrespawnedGhostPreprocessScene : 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

    ISystem
    Unity.Entities.ISystemCompilerGenerated
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