Predicted Hierarchy
public PredictedObjectID? Create(int prefabId); public PredictedObjectID? Create(int prefabId, Vector3 position, Quaternion rotation); public PredictedObjectID? Create(GameObject prefab); public PredictedObjectID? Create(GameObject prefab, Vector3 position, Quaternion rotation);public bool TryCreate(int prefabId, out PredictedObjectID id); public bool TryCreate(GameObject prefab, out PredictedObjectID id);
public void Delete(PredictedObjectID id); public void Delete(PredictedObjectID? id);
public GameObject GetGameObject(PredictedObjectID? id);public T GetComponent<T>(PredictedObjectID? id) where T : Component;public bool TryGetId(GameObject go, out PredictedObjectID id);public bool TryGetGameObject(PredictedObjectID? id, out GameObject go);
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