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    Struct GhostDistancePartitioningSystem

    Computes index for each entity. The translation is used to compute the right tile index to assign to the GhostDistancePartitionShared. A tiles border width is used to allow for a buffer in which it will not swap over. Meaning that when an entity has crossed the border width over the end of the tile, the entity will be assign the neighboring tile index. To cross back the same border width distance must be traveled back to be reassigned to the original tile index.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(GhostSimulationSystemGroup), OrderFirst = true)]
    [BurstCompile]
    public struct GhostDistancePartitioningSystem : ISystem, ISystemStartStop
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