vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Vkm::Engine::NetSpawn Struct Reference

What a server built at this root after the scene loaded, so every client can build the same. More...

#include <net_spawn.h>

Public Attributes

std::string prefab
 Project-relative prefab path.
Transform at
 Build pose, exact: a static body is never described again.
std::map< uint32_t, uint32_t > slots

Detailed Description

What a server built at this root after the scene loaded, so every client can build the same.

Added by NetSession::spawn and replicated until confirmed, and to late joiners. A client builds the prefab into the root and drops this. The subtree is not on the wire but its slots are, so slots stay identical on every end. Runtime only; a scene stores a built instance through PrefabInstance.

Member Data Documentation

◆ slots

std::map<uint32_t, uint32_t> Vkm::Engine::NetSpawn::slots

Where the server built each entity below the root, by PrefabEntity uid (Prefab::BuiltSlots); empty for an instance too large to say it all.


The documentation for this struct was generated from the following file: