Expand description

Serialization-friendly representation of changes to ActionState.

These are predominantly intended for use in networked games, where the server needs to know what the players are doing, and would like a compact, semantically-meaningful representation of the changes to the game state without needing to know about things like keybindings or input devices.

Structs§

  • Will store an ActionDiff as well as what generated it (either an Entity, or nothing if the input actions are represented by a Resource)

Enums§

  • Stores presses and releases of buttons without timing information