Struct PredictedGhostSpawnRequest
Optional component, used to request predictive spawn of a ghosts by the client.
The component is automatically added to the authored ghost prefabs when:
- The baking target is Client or ClientAndServer.
- When using the hybrid authoring workflow, if the GhostAuthoringComponent.SuypportedGhostModes is Predicted or All.
- When using the ConvertToGhostPrefab(EntityManager, Entity, Config, NativeParallelHashMap<Component, ComponentOverride>), if the SupportedGhostModes is set to Predicted or All.
The component enable state is initialized as disabled. Therefore, all queries like `WithAll` will not find this component. In case you need to check for presence of the component (rare if not ever needed) please use `WithDisabled` or `WithPresent` instead.
The PredictedGhostSpawnSystem is in charge of consuming the request and initilize the ghost snapshot buffer with the current state of the ghost and it spawn tick.
- the enable state of the component is changed to `Enabled` after the ghost has been initialized.
- the removal of the component is scheduled inside the `BeginSimulationCommandBufferSystem` and will be executed the next frame.
The package provides a default handling for predictive spawning (DefaultGhostSpawnClassificationSystem). In case you need a custom or more accurate way to match the predicted spawned entities with the authoritive server spawned ones, you can implement a custom spawn classification system. See GhostSpawnClassificationSystem for further details.
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
public struct PredictedGhostSpawnRequest : IComponentData, IQueryTypeParameter, IEnableableComponent