playerloop
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
playerloop [2021/03/07 20:49] – [''Initialization.PlayerUpdateTime''] 73.95.178.156 | playerloop [2025/01/15 04:35] (current) – external edit 127.0.0.1 | ||
---|---|---|---|
Line 4: | Line 4: | ||
===== Sub Systems ===== | ===== Sub Systems ===== | ||
+ | |||
+ | ==== Initialization.InputSystemPlayerLoopRunnerInitializationSystem ==== | ||
+ | This is an Editor-only call in the New Input System. It's used to flip the state buffers from the editor input buffers to the game view input buffers. This allows the editor and game to maintain two different input device sets. | ||
==== Initialization.PlayerUpdateTime ==== | ==== Initialization.PlayerUpdateTime ==== | ||
Run when '' | Run when '' | ||
- | |||
- | See: | ||
* [[https:// | * [[https:// | ||
* [[https:// | * [[https:// | ||
+ | |||
+ | ==== EarlyUpdate.UpdatePreloading | ||
+ | Handles all scene loading. See [[scenemanager|SceneManager]]. | ||
+ | |||
+ | ==== EarlyUpdate.UpdateInputManager | ||
+ | "takes the data that platform specific code queried and transforms it to be directly consumable by the Input class. It does stuff like combine all controller inputs into gamepad 0, calculates axis weights according to what is specified in the input manager, etc. For the new input system, it dispatches those events to managed code." ((https:// | ||
+ | |||
+ |
playerloop.1615150194.txt.gz · Last modified: 2025/01/15 04:35 (external edit)