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    Struct GhostOwnerIsLocal

    An enableable component denoting that the current world has input ownership over a ghost. E.g. a player ghost would have this enabled only on the client that owns it. This is enabled for ghosts where the NetworkId matches the Value on the client. For SingleWorld, this matches the connection tagged with LocalConnection. For binary world's server, this is undefined. This shouldn't be used inside the prediction group. For differentiating ghosts inside the prediction group, use the GhostComponentAttribute to strip your commands and inputs to only be on predicted ghosts.

    Implements
    IComponentData
    IQueryTypeParameter
    IEnableableComponent
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    public struct GhostOwnerIsLocal : IComponentData, IQueryTypeParameter, IEnableableComponent

    Implements

    IComponentData
    IQueryTypeParameter
    IEnableableComponent
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