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Work in progress. These docs describe Spawnite at launch, and some parts are still being built.

readInput

readInput<Value>(character, handle): Value

The value of handle that character holds on the tick being stepped: a button held or not, an axis’s or an angle’s number, a vector’s { x, y }. A vector’s value is the engine’s own, written again by the next read of that input: copy its two numbers to keep them. In a predicted system it is the tick’s own, a replayed tick’s on her page’s replay after a correction. On the room every character’s; on a page her own character’s, and another player’s only for an input declared seenByAll, as the room last stepped her. As Unity’s Netcode reads an IInputComponentData on the entity it steers.

Type Parameter
Value extends InputValue
Parameter Type
character Entity
handle InputHandle<Value>

Value