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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.