HistoricalState
What an entity looked like at one recorded server tick: the answer of NetworkIdentity.StateAt.
Nebula · Packages/com.1by3.nebula/Runtime/Core/StateHistory.cspublic readonly struct HistoricalStateWhat an entity looked like at one recorded server tick: the answer of NetworkIdentity.StateAt. Check Available first; every other member is meaningless when it is false. Tick is the tick the entry was actually recorded for, which is the asked-for tick unless it fell in a gap (see StateHistory.GapToleranceTicks).
Properties
Available
public bool Available { get; }True when an entry was found; false means "unavailable", never an extrapolation.
Tick
public uint Tick { get; }The server tick this entry belongs to.
Position
public Vector3 Position { get; }World position at Tick.
Rotation
public Quaternion Rotation { get; }World rotation at Tick.
Velocity
public Vector3 Velocity { get; }World-space linear velocity as the authority reported it at Tick.
Container
public Container Container { get; }The container the entity was in at Tick (null: outside every container).
Epoch
public uint Epoch { get; }The entity's authority epoch at Tick.
FromAuthority
public bool FromAuthority { get; }True when this worker recorded the entry as the authority (after that tick's simulation), false when it recorded it as a ghost holder from the owner's stream. A ghost entry is one tick behind the owner in availability, never in the tick it is tagged with; see docs/state-history.md §4.
Methods
TryGetValue
public bool TryGetValue<T>(NetworkVariable<T> variable, out T value);The value variable held at Tick. False when the variable does not carry SyncHistoryAttribute, belongs to another entity, or nothing was snapshotted for this entry.
ToString
public override string ToString();