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struct | CacheRespawnPointServerSystem |
| Cache a target respawn transform for PlayerOrigin continiously and keep it even though the player disconnects. This data is used primarily to let the player be spawned in the latest known location while the server is still running. More...
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struct | LocalPlayerSpawnClientSystem |
| Implements spawning of local players which can happen before connecting to the server. If there is no local PlayerOrigin component in the scene, this system will find the first PlayerSpawner, spawn the prefabs matching the player device and update its PlayerInfo data. More...
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struct | RemotePlayerSpawnClientSystem |
| Once a player is in game, if the local PlayerOrigin does not yet have RemotePresenceRequested, this system will send a RequestRemotePresenceCommand RCP to the server to request that a remote player ghost is spawned for this player. More...
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struct | RemotePlayerSpawnServerSystem |
| This system listens for RequestRemotePresenceCommand RPCs, finds the first RemotePlayerSpawner, spawn the prefabs matching the player device, set the player who requested it as its owner and link it to the player connection. More...
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struct | SpawnPointServerSystem |
| If a player has RequestSpawnPoint enabled, this system teleports the player to its last known location or a randomized spawn point. More...
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struct | TeleportPlayerClientSystem |
| After TeleportCommand or LocalTeleportEventData is received, the local player origin's Movable will be updated to match the teleport target. More...
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