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    Struct InputBufferData<T>

    The underlying ICommandData buffer used to store the IInputComponentData.

    Implements
    ICommandData
    IBufferElementData
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    [InternalBufferCapacity(0)]
    public struct InputBufferData<T> : ICommandData, IBufferElementData where T : unmanaged, IInputComponentData
    Type Parameters
    Name Description
    T

    An unmanaged struct implementing the IInputComponentData interface"/>

    Remarks

    The buffer replication behaviour cannot be overriden on per-prefab basis and it is by default sent also for child entities.

    Fields

    Name Description
    InternalInput

    The IInputComponentData struct that hold the input data.

    Properties

    Name Description
    Tick

    The tick the command should be executed. It is mandatory to set the tick before adding the command to the buffer using AddCommandData<T>(DynamicBuffer<T>, T).

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