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    Class EndPredictedSimulationEntityCommandBufferSystem

    The EntityCommandBufferSystem at the end of the PredictedSimulationSystemGroup.

    Inheritance
    object
    ComponentSystemBase
    SystemBase
    EntityCommandBufferSystem
    EndPredictedSimulationEntityCommandBufferSystem
    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.Default|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(PredictedSimulationSystemGroup), OrderLast = true)]
    public class EndPredictedSimulationEntityCommandBufferSystem : EntityCommandBufferSystem
    Remarks

    Prefer using this system to queue spawning operations that involved predicted ghosts, especially on the Client (predicted spawning). This guarantee that they are initialized with the correct state at the tick they are spawned (no partial tick) if the usual rules for spawning (NetworkTime.IsFirstTimePredictedTick true) are followed.

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