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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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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 |
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.
| 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.