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    Struct GhostCollection

    A component used to identify the singleton which owns the ghost collection lists and data. The singleton contains buffers for GhostCollectionPrefab, GhostCollectionPrefabSerializer, GhostCollectionComponentIndex and GhostComponentSerializer.State

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

    Fields

    Name Description
    IsInGame

    Flag set when there is at least one NetworkStreamConnection that is game.

    NumLoadedPrefabs

    The number of prefabs that have been loaded into the GhostCollectionPrefab collection. Use to determine which ghosts types the server can stream to the clients.

    The server reports (to the client) the list of loaded prefabs (with their see GhostTypeComponent guid) as part of the snapshot protocol. The list is dynamic; new prefabs can be added/loaded at runtime (on the server), and the new ones will be reported to the client.

    Clients report (to the server) the number of loaded prefabs, as part of the command protocol. When the client receives a ghost snapshot, the ghost prefab list is processed, and the GhostCollectionPrefab collection is updated with any new ghost types not already present in the collection.

    The client does not need to have loaded ALL prefab types in the GhostCollectionPrefab to initialize the world. I.e. They can be loaded/added dynamically into the world (i.e when streaming a sub-scene), and the Loading state should be used in that case (to inform the GhostCollection that the specified prefabs are currently being loaded into the world).

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