Struct ApplyCurrentInputBufferElementToInputDataForGatherSystem<TInputComponentData, TInputHelper>
For internal use only. When using Forced Input Latency (ForcedInputLatencyTicks), this system writes the latest input back into the IInputComponentData just before input is gathered, which puts the input struct back into the correct state to be updated by the users gather input step (i.e. this system allows incremental values - like mouse pitch and yaw - to sum correctly).
Inherited Members
Namespace: Unity.NetCode
Assembly: Unity.NetCode.dll
Syntax
[BurstCompile]
[UpdateInGroup(typeof(GhostInputSystemGroup), OrderFirst = true)]
public struct ApplyCurrentInputBufferElementToInputDataForGatherSystem<TInputComponentData, TInputHelper> : ISystem, ISystemCompilerGenerated where TInputComponentData : unmanaged, IInputComponentData where TInputHelper : unmanaged, IInputEventHelper<TInputComponentData>
Type Parameters
| Name | Description |
|---|---|
| TInputComponentData | Input component data. |
| TInputHelper | Input helper. |
Methods
OnCreate(ref SystemState)
Declaration
[BurstCompile]
public void OnCreate(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
OnCreateForCompiler(ref SystemState)
Declaration
public void OnCreateForCompiler(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
OnUpdate(ref SystemState)
Declaration
[BurstCompile]
public void OnUpdate(ref SystemState state)
Parameters
| Type | Name | Description |
|---|---|---|
| SystemState | state |
Implements
Unity.Entities.ISystemCompilerGenerated