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.
Assembly: Unity.NetCode.dll
[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
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.
Declaration
public EntityQuery Create(ref SystemState state)
Parameters
Type |
Name |
Description |
SystemState |
state |
|
Returns
Type |
Description |
EntityQuery |
|
Declaration
public CopyInputToCommandBuffer<TInputBufferData, TInputComponentData>.CopyInputToBufferJob InitJobData(ref SystemState state)
Parameters
Type |
Name |
Description |
SystemState |
state |
|
Returns