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    Class GhostPlayableBehaviour

    This class is an extension of regular PlayableBehaviour which can be used to implement graph assets for GhostAnimationController. It adds a new method for receiving update calls in the netcode prediction loop. When evaluating the graph in prediction PrepareFrame should set the time on all clips it is using since time will roll back. When using root motion PreparePredictedData should also set the time of all clips to the current time at the beginning of the call, not doing so will break root motion. You only need to set the time in PreparePredictedData if 'isRollback' is true,

    Inheritance
    object
    PlayableBehaviour
    GhostPlayableBehaviour
    Implements
    IPlayableBehaviour
    ICloneable
    Inherited Members
    PlayableBehaviour.OnGraphStart(Playable)
    PlayableBehaviour.OnGraphStop(Playable)
    PlayableBehaviour.OnPlayableCreate(Playable)
    PlayableBehaviour.OnPlayableDestroy(Playable)
    PlayableBehaviour.OnBehaviourDelay(Playable, FrameData)
    PlayableBehaviour.OnBehaviourPlay(Playable, FrameData)
    PlayableBehaviour.OnBehaviourPause(Playable, FrameData)
    PlayableBehaviour.PrepareData(Playable, FrameData)
    PlayableBehaviour.PrepareFrame(Playable, FrameData)
    PlayableBehaviour.ProcessFrame(Playable, FrameData, object)
    PlayableBehaviour.Clone()
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode.Hybrid
    Assembly: Unity.NetCode.Hybrid.dll
    Syntax
    public abstract class GhostPlayableBehaviour : PlayableBehaviour, IPlayableBehaviour, ICloneable

    Methods

    PreparePredictedData(NetworkTick, float, bool)

    This method is called as part of the prediction loop if this behaviour is registered with a GhostAnimationController. This function is where all computation of animation data should happen, unless you use a system to compute the animation data instead.

    Declaration
    public abstract void PreparePredictedData(NetworkTick serverTick, float deltaTime, bool isRollback)
    Parameters
    Type Name Description
    NetworkTick serverTick

    Server tick.

    float deltaTime

    You only need to set the time if isRollback is true.

    bool isRollback

    Is rollback.

    Implements

    IPlayableBehaviour
    ICloneable
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