Interface ICommandData
Commands (usually inputs) that must be sent from client to server to control an entity (or any other thing) should implement the ICommandData interface. Prefer using the ICommandData over Rpc if you need to send a constant stream of data from client to server
ICommandData, being a subclass of IBufferElementData, can also be serialized from server to the clients and natively support the presence of GhostComponentAttribute and GhostFieldAttribute. As such, the same rule for buffers apply: if the command buffer must be serialized, then all fields must be annotated with a GhostFieldAttribute. Failure to do so will generate code-generation errors.
However, differently from normal component, ICommandData buffers are not serialized to all the clients by default. In particular, in absence of a GhostComponentAttribute governing the serialization behavior the following set of options are set: PrefabType is set to All. The buffer is present on all the ghost variant. OwnerPredictedSendType is set to Predicted. Only predicted ghost can receive the buffer and interpolated variant will have the component stripped or disabled. OwnerSendType is set to SendToNonOwner. If the ghost has an owner, is sent only to the clients who don't own the ghost.
Is generally not recommended to send back to the ghost owner its own commands. For that reason, setting the SendToOwner flag will be reported as a error and ignored. Also, because they way ICommandData works, some care must be used when setting the PrefabType property:
- Server: While possible, does not make much sense. A warning will be reported.
- Clients: The ICommandData buffer is stripped from the server ghost. A warning will be reported
- InterpolatedClient: ICommandData buffers are stripped from the server and predicted ghost. A warning will be reported
- Predicted: ICommandData buffers are stripped from the server and predicted ghost. A warning will be reported.
- AllPredicted: Interpolated ghost will not have the command buffer.
- All: All ghost will have the command buffer.
Namespace: Unity.NetCode
Syntax
public interface ICommandData : IBufferElementData
Properties
Tick
Declaration
uint Tick { get; set; }
Property Value
Type | Description |
---|---|
UInt32 |