using Unity.Entities; namespace ProjectM.Simulation { /// /// Singleton holding the physics-filter mask of the static world-collision layer ("Environment"): the baked /// boundary ring + landmark colliders the player CC sweeps. Baked from the GameObject layer at edit-time (see /// WorldCollisionAuthoring) so server systems can build a CollisionFilter in Burst WITHOUT a managed /// LayerMask.NameToLayer call or a hardcoded layer index. Read by 's /// EnemyAISystem to sweep-test Husk movement against the environment only (never the player / other Husks). /// public struct WorldCollisionConfig : IComponentData { /// BelongsTo bitmask of the Environment physics layer (1u << layerIndex). public uint EnvironmentMask; } }