using Unity.NetCode;
namespace ProjectM.Simulation
{
///
/// Client -> server request to move the sender's player between world regions (base <-> expedition).
/// A one-off action, so an RPC (not a per-tick predicted input), mirroring .
/// TargetRegion is a byte (see ) to keep the generated serializer trivial. The
/// server teleports the sender's player to the region origin and flips its , which
/// re-scopes GhostRelevancy so the client gains the target region's ghosts and drops the old region's.
///
public struct RegionTransitRequest : IRpcCommand
{
/// Destination region id (see ).
public byte TargetRegion;
}
}