Struct · Ara
CharacterInput2d
Per-tick character intent, read exactly once by each boundary. Gameplay writes it before the physics system; it is not cleared, so held input repeats.
public struct CharacterInput2d : IComponent<CharacterInput2d>Properties
TypeIndex
public static uint TypeIndex { get; }Stable engine component index.
Fields
DesiredVelocity
public Vector2 DesiredVelocity;Desired world-space velocity. With gravity it must be perpendicular to gravity (vertical motion comes from gravity and jumps); zero-gravity worlds use both axes.
Unit: m/s. Default: [0,0]. Replicated to the owning client.
JumpSpeed
public float JumpSpeed;Jump launch speed, applied only while grounded; zero means no jump this tick.
Unit: m/s. Range: [0, ∞]. Default: 0. Replicated to the owning client.
Methods
Access
public static ref CharacterInput2d Access(Entity entity, bool write);No description yet.
Insert
public static void Insert(in Commands commands, Entity entity, in CharacterInput2d value);No description yet.
Contains
public static bool Contains(Entity entity);No description yet.