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 Parameters
Section titled “Type Parameters”| Type Parameter |
|---|
Value extends InputValue |
Parameters
Section titled “Parameters”| Parameter | Type |
|---|---|
character |
Entity |
handle |
InputHandle<Value> |
Returns
Section titled “Returns”Value