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    Struct GhostCollectionSystem

    System responsible to construct and manage the GhostCollection singleton data.

    The system processes all the ghost prefabs present in the world by:

    - stripping and removing components from the entity prefab based on GhostPrefabType

    - populating the GhostCollectionPrefab

    - preparing and constructing all the necessary data structure (Unity.NetCode.GhostCollectionPrefabSerializer, Unity.NetCode.GhostCollectionComponentIndex and Unity.NetCode.GhostCollectionComponentType) for serializing ghosts

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [BurstCompile]
    [UpdateInGroup(typeof(GhostSimulationSystemGroup))]
    [CreateAfter(typeof(DefaultVariantSystemGroup))]
    [WorldSystemFilter(WorldSystemFilterFlags.Default | WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.Default)]
    public struct GhostCollectionSystem : ISystem
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