using Unity.Entities; using Unity.Mathematics; using Unity.NetCode; namespace ProjectM.Simulation { /// /// Authoritative aim/facing direction, decoupled from movement heading so twin-stick aim is /// independent of travel direction. Written in predicted sim from PlayerInput.Aim; consumed by /// presentation now and ability systems (M2). Replicated so interpolated remote players show /// the correct facing. /// public struct PlayerFacing : IComponentData { /// Normalized planar facing direction (world XZ mapped to float2 x,y). [GhostField(Quantization = 1000)] public float2 Direction; } }