Struct GhostPredictionHistorySystem
A system used to make a backup of the current predicted state, right after the last full (not fractional)
tick in a prediction loop for a frame has been completed.
The backup does a memcopy of all ghost components (into a separate memory area connected to the chunk).
The backup is used to restore the last full tick, to continue prediction when no new data has arrived.
Note: When this happens, only the fields which are actually serialized as part of the snapshot are copied back,
not the full component. Thus, preserving any non-GhostField state.
The backup data is also used to:
- Detect errors in the prediction.
- To add smoothing of predicted values.
Implements
ISystemCompilerGenerated
Assembly: Unity.NetCode.dll
Syntax
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
[UpdateInGroup(typeof(PredictedSimulationSystemGroup), OrderLast = true)]
[UpdateAfter(typeof(GhostPredictionEnableSimulateSystem))]
[UpdateBefore(typeof(EndPredictedSimulationEntityCommandBufferSystem))]
[BurstCompile]
public struct GhostPredictionHistorySystem : ISystem, ISystemCompilerGenerated
Methods
OnCreate(ref SystemState)
Declaration
[BurstCompile]
public void OnCreate(ref SystemState state)
Parameters
OnCreateForCompiler(ref SystemState)
Declaration
public void OnCreateForCompiler(ref SystemState state)
Parameters
OnDestroy(ref SystemState)
Declaration
[BurstCompile]
public void OnDestroy(ref SystemState state)
Parameters
OnUpdate(ref SystemState)
Declaration
[BurstCompile]
public void OnUpdate(ref SystemState state)
Parameters
Implements
Unity.Entities.ISystemCompilerGenerated