csharp
public struct PlayerPawnMarks a body a player may be given. Placed on the prefab, never on the wire.
As a scene component
- Size
- 1 bytes — 1260 rows in a 16 KB chunk, alone on the archetype
Remarks
It costs nothing to replicate because it is not replicated. A networked prefab is instantiated from the same content on both ends, so a tag authored on it is present on the client the moment NetworkSpawnSystem builds the instance — which is what lets a client work out which of the things it owns is the one it drives without being told, and without a byte of wire spent saying so.
⚠ [Component] and [DataContract], deliberately both. Unlike the possession edge, this carries no handle and no derived state: it is an authored fact about a prefab, so a prefab and a scene must both be able to say it.
Used by (4)
- LocalPlayerSystemVixen.Net.Engine
- LocalPlayerSystemTestsVixen.Net.Engine.Tests
- PlayerSpawnerVixen.Net.Engine
- PlayerSpawnerTestsVixen.Net.Engine.Tests