docs.unity.cn
    Show / Hide Table of Contents

    Struct GhostSpawnClassificationSystem

    The default GhostSpawnClassificationSystem will set the SpawnType to the default specified in the GhostAuthoringComponent, unless some other classification has already set the SpawnType. This system will also check ghost owner to set the spawn type correctly for owner predicted ghosts. For predictive spawning you usually add a system after GhostSpawnClassificationSystem which only looks at items with SpawnType set to Predicted and set the PredictedSpawnEntity if you find a matching entity. The reason to put predictive spawn systems after the default is so the owner predicted logic has run.

    Inherited Members
    ValueType.Equals(Object)
    ValueType.GetHashCode()
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetType()
    Namespace: Unity.NetCode
    Syntax
    [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(GhostSimulationSystemGroup))]
    [UpdateAfter(typeof(GhostReceiveSystem))]
    [CreateAfter(typeof(GhostCollectionSystem))]
    [CreateAfter(typeof(GhostReceiveSystem))]
    [BurstCompile]
    public struct GhostSpawnClassificationSystem : ISystem
    Back to top Copyright © 2023 Unity Technologies — Terms of use
    Generated by DocFX
    on Wednesday, June 21, 2023