Struct PrespawnSceneLoaded
For each loaded and process subscene, the server authoritatively populate this buffer.
The client will receive it as part of the snapshot stream and will use the information to correctly
process any matching loaded subscene.
Hash are used to verify on the client that everything match the server to correctly use the prefab baseline
optimization.
InternalBufferCapacity allocated to almost max out chunk memory.
Syntax
[InternalBufferCapacity(600)]
[GhostComponent(PrefabType = GhostPrefabType.All, SendDataForChildEntity = false)]
public struct PrespawnSceneLoaded : IBufferElementData
Fields
BaselineHash
Declaration
[GhostField]
public ulong BaselineHash
Field Value
FirstGhostId
Declaration
[GhostField]
public int FirstGhostId
Field Value
PrespawnCount
Declaration
[GhostField]
public int PrespawnCount
Field Value
SubSceneHash
Declaration
[GhostField]
public ulong SubSceneHash
Field Value