using Unity.Entities; namespace ProjectM.Simulation { /// /// Singleton baked into the gameplay subscene holding the cycle-director ghost prefab. A one-shot server /// system (CycleDirectorSpawnSystem) instantiates the prefab — the GLOBAL /// + shared resource-ledger ghost — exactly once, then destroys this singleton. Mirrors /// . Carries no transform; only the prefab needs one. /// public struct CycleDirectorSpawner : IComponentData { /// Baked cycle-director ghost prefab to instantiate. public Entity Prefab; } }