using Unity.Entities; namespace ProjectM.Simulation { /// /// Which authored character-stats definition this entity uses - a light key into the CharacterStats /// blob, replacing M2's inlined PlayerMoveStats values. Not replicated (baked identically on both /// worlds); promote to a GhostField if runtime character changes are ever needed. Id stores a /// . /// public struct CharacterStatsRef : IComponentData { public byte Id; } }