public struct RenderHandleThe render object an entity has, while it has one.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Written by the bridge, never by game code — the shape PhysicsBody established. Present exactly while a render object exists, so "is this drawable extracted" is an archetype question and the system finds what still needs one with WithNone<RenderHandle> rather than by scanning for a sentinel.
⚠ Neither [Component] nor [DataContract], and both omissions are load-bearing. A RenderObjectId is a dense index into arrays this process allocated, so it means nothing in another one — saving it into a scene would restore a handle to whatever object took the slot. That is the same reason Entity is never written to a scene, and the absence of the attributes is the whole of what keeps this out of SceneComponentRegistry.
Fields and properties (3)
public RenderObjectId ObjectThe object in the store.
public GeometryKey GeometryWhich geometry it holds a residency claim on, so releasing it releases the right one.
public BoundingSphere LocalIts bounds in the mesh's own space, so a moved entity needs no mesh lookup.
Used by (4)
- MeshExtractionSystemVixen.Rendering
- MeshExtractionTestsVixen.Rendering.Tests
- VirtualGeometryExtractionTestsVixen.Rendering.Tests
- WorldRendererTestsVixen.Engine.Renderer.Tests