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Showing content from https://docs.unity3d.com/Packages/com.unity.netcode@1.0/manual/upgrade-guide.html below:

Upgrading from Entities 0.51 to 1.0 | Netcode for Entities

Upgrading from Entities 0.51 to 1.0

The Netcode for Entities introduces many changes and the upgrade process from 0.51 to 1.0 can be a little laborious.

Classed renamed and moved in other assemblies Original Name New Name NetworkSnapshotAckComponent NetworkSnapshotAck IncomingSnapshotDataStreamBufferComponent IncomingSnapshotDataStreamBuffer IncomingRpcDataStreamBufferComponent IncomingRpcDataStreamBuffer OutgoingRpcDataStreamBufferComponent OutgoingRpcDataStreamBuffer IncomingCommandDataStreamBufferComponent IncomingCommandDataStreamBuffer OutgoingCommandDataStreamBufferComponent OutgoingCommandDataStreamBuffer NetworkIdComponent NetworkId CommandTargetComponent CommandTarget GhostComponent GhostInstance GhostChildEntityComponent GhostChildEntity GhostOwnerComponent GhostOwner PredictedGhostComponent PredictedGhost GhostTypeComponent GhostType SharedGhostTypeComponent GhostTypePartition GhostCleanupComponent GhostCleanup GhostPrefabMetaDataComponent GhostPrefabMetaData PredictedGhostSpawnRequestComponent PredictedGhostSpawnRequest PendingSpawnPlaceholderComponent PendingSpawnPlaceholder ReceiveRpcCommandRequestComponent ReceiveRpcCommandRequest SendRpcCommandRequestComponent SendRpcCommandRequest PredictedTick, ServerTick and in general time information.

All the information in regards the current simulated tick MUST be retrieved from the NetworkTim singleton. In particular:

Please refer to the NetworkTime component documentation for further information about the different timing properties and the flags behaviours.

All Netcode systems (apart some exception) should be considered stateless. All the public and accessible data is store inside entities singletons. We removed many APIs from system and moved instead into this new singleton components:

Changes in visiblity and depracted APIs. New way to pass templates to source generator Netcode groups, world filtering and detect world types. Old New [UpdateInGroup(typeof(ClientInitializationSystemGroup))] [UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] [UpdateInGroup(typeof(ClientSimulationSystemGroup))] [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] [UpdateInGroup(typeof(ClientPresentationSystemGroup))] [UpdateInGroup(typeof(PresentationSystemGroup)] [UpdateInGroup(typeof(ServerInitializationSystemGroup))] [UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInGroup(typeof(ServerSimulationSystemGroup))] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInGroup(typeof(ClientAndServerInitializationSystemGroup))] [UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation&#124;WorldSystemFilterFlags.ClientSimulation)] [UpdateInGroup(typeof(ClientAndServerSimulationSystemGroup))] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation&#124;WorldSystemFilterFlags.ClientSimulation)] [UpdateInWorld(TargetWorld.Client)] [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] [UpdateInWorld(TargetWorld.Server)] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] [UpdateInWorld(TargetWorld.ClientAndServer)] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation&#124;WorldSystemFilterFlags.ClientSimulation)] [UpdateInWorld(TargetWorld.Default)] [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)] if (World.GetExistingSystem<ServerSimulationSystemGroup>()!=null) if (World.IsServer()) if (World.GetExistingSystem<ClientSimulationSystemGroup>()!=null) if (World.IsClient()) Major changes for ghost field serialization

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