I have a component that looks like this:
[GhostComponent(PrefabType = GhostPrefabType.AllPredicted, OwnerSendType = SendToOwnerType.SendToNonOwner)]
public struct PlayerInput : ICommandData
{
[GhostField] public NetworkTick Tick {get; set;}
[GhostField(Quantization = 0)] public float3 MoveVector;
}
How do I process this input in an ISystem? The docs show how its done in SystemBase here: https://docs.unity3d.com/Packages/com.unity.netcode@1.3/manual/prediction.html#remote-player-prediction
But Entities.ForEach is not available in ISystem. So how can I get the player input at the current tick, and simulate player movement?