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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.GetType()
    object.ReferenceEquals(object, object)
    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

    ICommandData
    Unity.Entities.IBufferElementData
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