{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Struct UniqueInputTickMap | Netcode for Entities | 1.1.0-pre.3
docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Struct UniqueInputTickMap

    This singleton is used by code-gen. It stores a mapping of which ticks the client has changes to inputs so steps in the prediction loop can be batched when inputs are not changing.

    Implements
    IComponentData
    IQueryTypeParameter
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.NetCode
    Assembly: solution.dll
    Syntax
    public struct UniqueInputTickMap : IComponentData, IQueryTypeParameter

    Fields

    Name Description
    Value

    The set of ticks where inputs were changed compared to the frame before it. The value is not used but usually set to the same tick as the key.

    In This Article
    Back to top
    Copyright © 2023 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)