Enum ObserverClassification
What kind of thing an observed object is, for the purposes of interest management.
public enum ObserverClassification : byte
Fields
A stationary service NPC: banker, merchant, ability crafter.
A hostile or neutral mobile NPC, including pets.
A player character.
A god-tier entity that walks the world and should be visible across it.
Titans are wired differently from everything else: their prefabs use
ConditionOverrideType.IgnoreManagerso they never take theGridCondition, whose cells would otherwise clip them to a fraction of their range. See ClassifiedDistanceCondition.A fast-travel node.
A dropped item lying in the world.
Remarks
Each value gets its own visibility range and its own per-viewer budget, authored on a
ClassifiedDistanceCondition asset under Assets/Settings/ObserverConditions.
The classifications exist because the costs are not comparable: a player is a moving,
predicted, chattering entity; a dropped sword is a spawn payload that never speaks again; a
Titan is one object that the whole zone is supposed to be able to see.
Budgets are per classification precisely so a crowd of one kind cannot squeeze out another. Under a single shared budget, forty players in a town square evicted the banker they were queueing for, and a field of dropped loot could have cost you the monster you were fighting.