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[Home](./index.md) &gt; [server](./server.md) &gt; [DefaultPlayerEntityController](./server.defaultplayerentitycontroller.md) &gt; [tickWithPlayerInput](./server.defaultplayerentitycontroller.tickwithplayerinput.md)

## DefaultPlayerEntityController.tickWithPlayerInput() method

Ticks the player movement for the entity controller, overriding the default implementation. If the entity to tick is a child entity, only the event will be emitted but the default movement logic will not be applied.

**Signature:**

```typescript
tickWithPlayerInput(entity: PlayerEntity, input: PlayerInput, cameraOrientation: PlayerCameraOrientation, deltaTimeMs: number): void;
```

## Parameters

<table><thead><tr><th>

Parameter


</th><th>

Type


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

entity


</td><td>

[PlayerEntity](./server.playerentity.md)


</td><td>

The entity to tick.


</td></tr>
<tr><td>

input


</td><td>

[PlayerInput](./server.playerinput.md)


</td><td>

The current input state of the player.


</td></tr>
<tr><td>

cameraOrientation


</td><td>

[PlayerCameraOrientation](./server.playercameraorientation.md)


</td><td>

The current camera orientation state of the player.


</td></tr>
<tr><td>

deltaTimeMs


</td><td>

number


</td><td>

The delta time in milliseconds since the last tick.

\*\*Category:\*\* Controllers


</td></tr>
</tbody></table>
**Returns:**

void

## Remarks

\*\*Rotation (-Z forward):\*\* Sets entity rotation based on camera yaw. A yaw of 0 faces -Z. Movement direction offsets (WASD/joystick) are added to camera yaw to determine facing. Models must be authored with their front facing -Z.

\*\*Child entities:\*\* If `entity.parent` is set, only emits the event and returns early. Movement logic is skipped for child entities.

\*\*Input cancellation:\*\* If `autoCancelMouseLeftClick` is true (default), `input.ml` is set to `false` after processing to prevent repeated triggers.

\*\*Animations:\*\* Automatically manages idle, walk, run, jump, swim, and interact animations based on movement state and input.

