Struct InputBufferData<T>
The underlying ICommandData buffer used to store the IInputComponentData.
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.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
InternalInput
The IInputComponentData struct that hold the input data.
Declaration
public T InternalInput
Field Value
Type | Description |
---|---|
T |
Properties
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).
Declaration
public NetworkTick Tick { readonly get; set; }
Property Value
Type | Description |
---|---|
NetworkTick |
Methods
ToFixedString()
Helper.
Declaration
public FixedString512Bytes ToFixedString()
Returns
Type | Description |
---|---|
FixedString512Bytes | Returns only the ToFixedString() result from InternalInput. |
Remarks
Prefer ToPrettyFixedString() as it provides much more info.
ToPrettyFixedString()
Helper.
Declaration
public FixedString4096Bytes ToPrettyFixedString()
Returns
Type | Description |
---|---|
FixedString4096Bytes | Full debug info for this struct; the type, the tick, and the ToFixedString() result. |
Implements
Unity.Entities.IBufferElementData