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    Struct CopyInputToCommandBuffer<TInputBufferData, TInputComponentData>

    For internal use only, helper struct that should be used to implement systems that copy the content of an IInputComponentData into the code-generated ICommandData buffer.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    [Obsolete("CopyInputToCommandBuffer has been deprecated. There is no replacement, being the method meant to be used only by code-generated systems.", false)]
    public struct CopyInputToCommandBuffer<TInputBufferData, TInputComponentData> where TInputBufferData : unmanaged, IInputBufferData where TInputComponentData : unmanaged, IInputComponentData
    Type Parameters
    Name Description
    TInputBufferData
    TInputComponentData

    Methods

    Name Description
    Create(ref SystemState)

    Creates the internal component type handles, register to system state the component queries. Very important, add an implicity constraint for running the parent system only when the client is connected to the server, by requiring at least one connection with a NetworkId components. Should be called inside your the system OnCreate method.

    InitJobData(ref SystemState)

    Initialize the CopyInputToCommandBuffer by updating all the component type handles and create a a new CopyInputToCommandBuffer<TInputBufferData, TInputComponentData>.CopyInputToBufferJob instance.

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