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PlayerAnimator.cs public void Look(Vector2 lookAxis, float deltaTime) { if (canLookAway) { input = lookAxis; float deltaMouseX = -input.x * sensitivity * deltaTime; float deltaMouseY = -input.y * sensitivity * deltaTime; _playerInput.x += deltaMouseX; _playerInput.y += deltaMouseY; _playerInput.x = Mathf.Clamp(_playerInput.x, -90f, 90f); _playerInput.y = Mathf.Clamp(_playerInput.y, -90f, 90f); _charAnimData.deltaAimInput = new Vector2(deltaMouseX, deltaMouseY); Debug.Log(deltaMouseX); transform.Rotate(Vector3.up * deltaMouseX); } } PlayerInputProvider.cs private void Update() { pendingJump |= Input.GetKeyDown(KeyCode.Space); input.forward = (int) prevoriusInput.y; input.right = (int) prevoriusInput.x; input.lookX = prevoriusLook.x; input.lookY = prevoriusLook.y; } Input that I'm sending over network public struct PlayerInput : PRN.IInput { public float lookX; public float lookY; public int tick; public int forward; public int right; public bool jump; public bool crouch; public bool run; // You need to implement those 2 methods public void SetTick(int tick) => this.tick = tick; public int GetTick() => tick; }
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