public struct NetworkSpawnWhat an entity was spawned as, and where it belongs.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A replicated component rather than a message of its own, and that is the whole design. Riding the snapshot means a spawn gets per-connection baselines, interest, resend-until- acknowledged and budget shedding without any of it being written twice — and it means a spawn and the state of the thing spawned cannot disagree about who can see what, because one mechanism answered the question.
It is written once and never changes, which is what makes riding the snapshot reliable enough. An unchanged record is re-sent until the connection acknowledges it and then never again, so the guarantee is not "it was sent" but "it arrived" — which is the one a spawn needs and the one an unreliable channel does not normally give.
The highest priority in the registry, so it is the first record about an entity in any snapshot that carries both. That is not sufficient on its own — a state record whose value keeps changing is not suppressed while the spawn is, so a client can hold a bare entity for a few ticks after a lost snapshot — which is why the receiving side is written to merge an instance onto a stand-in rather than to assume it is building from nothing.
Fields and properties (3)
public uint PrefabThe template, as NetworkPrefabId.
public uint SceneThe scene, as NetworkSceneId. Zero means "wherever the receiver puts it".
public uint OwnerWho owns it, as PlayerId. Zero is the server.
Used by (8)
- BitExactnessTestsVixen.Net.Tests
- LocalPlayerSystemVixen.Net.Engine
- LocalPlayerSystemTestsVixen.Net.Engine.Tests
- NetworkSpawnReplicatorVixen.Net
- NetworkSpawnSystemVixen.Net.Engine
- NetworkSpawnTestsVixen.Net.Engine.Tests
- NetworkSpawnerVixen.Net.Engine
- PlayerSpawnerTestsVixen.Net.Engine.Tests