docs.unity.cn
Search Results for

    Show / Hide Table of Contents

    Struct ServerPopulatePrespawnedGhostsSystem

    Responsible for assigning a unique ghostId to each pre-spawned ghost, and and adding the ghosts to the spawned ghosts maps. Relies on the previous initializations step to determine the subscene subset to process.

    Implements
    ISystem
    ISystemCompilerGenerated
    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
    [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation, WorldSystemFilterFlags.Default)]
    [UpdateInGroup(typeof(PrespawnGhostSystemGroup))]
    [UpdateAfter(typeof(PrespawnGhostInitializationSystem))]
    [BurstCompile]
    public struct ServerPopulatePrespawnedGhostsSystem : ISystem, ISystemCompilerGenerated
    Remarks

    The server is authoritative and it is responsible for assigning unique id ranges to the each scene. For each section that present prespawn ghosts, the prespawn hash, id range and baseline hash are sent to client as part of the streaming protocol. Clients will use the received subscene hash and baseline hash for validation and the ghost range to assign the ghost id to the pre-spawned ghosts like the server. This remove any necessity for loading order determinism. Finally, clients will ack the server about the loaded scenes and the server, upon ack receipt, will start streaming the pre-spawned ghosts

    ### The Full Prespawn Subscene Sync Protocol

    The Server calculates the prespawn baselines. The Server assigns runtime ghost IDs to the prespawned ghosts. The Server stores the `SubSceneHash`, `BaselineHash`, `FirstGhostId`, and `PrespawnCount` inside the the `PrespawnSceneLoaded` collection. The Server creates a new ghost with a `PrespawnSceneLoaded` buffer that is serialized to the clients.

    Methods

    OnCreate(ref SystemState)

    Called when this system is created.

    Declaration
    [BurstCompile]
    public void OnCreate(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    Remarks

    Implement an OnCreate function to set up system resources when it is created.

    OnCreate is invoked before the the first time Unity.Entities.ISystemStartStop.OnStartRunning(ref Unity.Entities.SystemState) and Unity.Entities.ISystem.OnUpdate(ref Unity.Entities.SystemState) are invoked.

    See Also
    ClientPopulatePrespawnedGhostsSystem

    OnCreateForCompiler(ref SystemState)

    Generated by compilation pipeline and used internally.

    Declaration
    public void OnCreateForCompiler(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    See Also
    ClientPopulatePrespawnedGhostsSystem

    OnUpdate(ref SystemState)

    Implement OnUpdate to perform the major work of this system.

    Declaration
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    Parameters
    Type Name Description
    SystemState state

    The Unity.Entities.SystemState backing this system instance

    Remarks

    By default, the system invokes `OnUpdate` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call Unity.Entities.SystemState.RequireForUpdate<T>() or Unity.Entities.SystemState.RequireForUpdate(Unity.Entities.EntityQuery) in the system's OnCreate method. For more information, see Unity.Entities.SystemState.ShouldRunSystem().

    You can instantiate and schedule an Unity.Entities.IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call Unity.Entities.EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].

     [sync points]: xref:concepts-structural-changes
     [C# Job System]: https://docs.unity.cn/Manual/JobSystem.html
     [EntityQueries]: xref:Unity.Entities.EntityQuery
     [RequireMatchingQueriesForUpdateAttribute]: xref:Unity.Entities.RequireMatchingQueriesForUpdateAttribute
    
    See Also
    ClientPopulatePrespawnedGhostsSystem

    Implements

    Unity.Entities.ISystem
    Unity.Entities.ISystemCompilerGenerated

    See Also

    ClientPopulatePrespawnedGhostsSystem
    In This Article
    Back to top
    Copyright © 2025 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)