public static Offset <SynchronizeSceneData> CreateSynchronizeSceneData(FlatBufferBuilder builder, int startTime = 0, int endTime = 0, VectorOffset actors = default(VectorOffset)) { builder.StartObject(3); SynchronizeSceneData.AddActors(builder, actors); SynchronizeSceneData.AddEndTime(builder, endTime); SynchronizeSceneData.AddStartTime(builder, startTime); return(SynchronizeSceneData.EndSynchronizeSceneData(builder)); }
public static SynchronizeSceneData GetRootAsSynchronizeSceneData(ByteBuffer _bb, SynchronizeSceneData obj) { return(obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }
public static SynchronizeSceneData GetRootAsSynchronizeSceneData(ByteBuffer _bb, SynchronizeSceneData obj) { return (obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb)); }