LuisEGomezV
LuisEGomezV
## Current Usage ```csharp public struct NetworkIdentity : IComponentData { public ulong netId; public Bytes16 prefabId; public int? connectionId; public bool owned; } ``` With this approach, the following problems...
## Description I'm currently working on the networked character controller. The steps for processing the character controller are the following: - Client gets user inputs - Client send inputs to...
## Current state - Every session must run at least one server world - Every player must run a client world - Every interaction between server and client is done...
**Problem** DOTSNET have a built-in prefab system which is used by NetworkClientSystem among others. While it is an appreciated feature, it is the only way to spawn entities in network....