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    Struct ApplyInputDataFromBufferJob<TInputComponentData, TInputHelper>

    Internal job (don't use directly), run inside the prediction loop and copy the input data from an InputBufferData<T> command buffer to an IInputComponentData component for the current simulated tick. The job is responsible to recalculate any InputEvent count, such that any events occurred since last tick (or batch, see also SimulationStepBatchSize) are correctly reported as set (see IsSet

    Implements
    IJobChunk
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Unity.NetCode
    Assembly: Unity.NetCode.dll
    Syntax
    [BurstCompile]
    public struct ApplyInputDataFromBufferJob<TInputComponentData, TInputHelper> : IJobChunk where TInputComponentData : unmanaged, IInputComponentData where TInputHelper : unmanaged, IInputEventHelper<TInputComponentData>
    Type Parameters
    Name Description
    TInputComponentData

    Input component data

    TInputHelper

    Input helper

    Methods

    Execute(in ArchetypeChunk, int, bool, in v128)

    Copy the command for current server tick to the input component.

    Declaration
    [BurstCompile]
    public void Execute(in ArchetypeChunk chunk, int unfilteredChunkIndex, bool useEnabledMask, in v128 chunkEnabledMask)
    Parameters
    Type Name Description
    ArchetypeChunk chunk

    Chunk

    int unfilteredChunkIndex

    Chunk index

    bool useEnabledMask

    Should use enabled

    v128 chunkEnabledMask

    Chunk enabled mask

    Implements

    Unity.Entities.IJobChunk
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