using Unity.Entities; using Unity.Mathematics; namespace ProjectM.Simulation { /// /// Singleton baked into the gameplay subscene, holding the baked player ghost prefab entity so /// the server spawn system can instantiate it on connect. Mirrors the netcode CubeSpawner sample. /// public struct PlayerSpawner : IComponentData { public Entity PlayerPrefab; public float3 SpawnPoint; // M4 co-op: deterministic per-NetworkId ring spread so players don't stack on connect. // Radius of the spawn ring (metres); RingSlots = evenly-spaced positions before rings expand. public float SpawnRingRadius; public int RingSlots; } }