using Unity.Entities; namespace ProjectM.Simulation { /// /// Per-player movement tunables, baked from authoring. Identical on client (re-prediction) and /// server so movement is deterministic. Not replicated. /// public struct PlayerMoveStats : IComponentData { /// Planar movement speed in units/second. public float MoveSpeed; /// Max turn rate (radians/second) when rotating toward the facing direction. public float TurnRateRadiansPerSec; } }