| Field Name | Field Notes |
|---|
| Player Rotation |
Orientation of the player at the start of the tick. |
| Position |
Client predicted position at the end of the tick. Referring to the player unless they are controlling a client predicted vehicle in which case it's the vehicle position. |
| Move Vector |
The desired local space move direction of the player in the vehicle. Convert this to world space by rotating by Player Rotation along the Y (up) axis. |
| Player's Head Rotation |
Effectively the same as the Y component of Player Rotation |
| Input Data |
Bitset where the bits are indexed by PlayerAuthInputPacket::InputData, see enum table for details. |
| Interact Rotation |
The rotation the player is looking that they intend to use for interactions. In default modes this is the same as Player Rotation. For creator cameras it may not. |
| Client tick |
Which simulation frame client is on. The server should send back the most recently processed PlayerInputTick in any client-bound packets referring to player data that have a PlayerInputTick. |
| Pos Delta |
Client predicted velocity at the end of the tick. This is referring to the player unless they're in control of a client predicted vehicle in which case it's the vehicle. |
| Actions |
There are a variety of possible actions each with their own schema; this (Take) is just one example. Refer to the Item Stack Net Manager documentation. |
| Strings To Filter |
Array of strings to submit to profanity filtering service |
| String To Filter |
Indivdiual string that needs checking |
| Vehicle Rotation |
The client predicted rotation of a client predicted vehicle at the end of the tick if the player is in control of one. |
| Client Predicted Vehicle |
The ID of the vehicle the client thinks they are in control of. Relevant for the server to disambiguate client predictions when switching between two vehicles. |
| Analog MoveVector |
Same idea as move vector |
| Camera Orientation |
The world space unit vector that represents the camera's forward direction. This is used to transform movement to be camera relative. |
| Raw MoveVector |
Same as move vector but it isn't affected by input permissions or sneak/fly speeds and it isn't normalized for analogue inputs. |