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; } }