using Unity.NetCode; namespace ProjectM.Simulation { /// /// Client → server ready-check toggle — an explicit SET (not a flip), so a duplicated/late RPC is idempotent. /// UNCONDITIONAL wire type (never #if — the reflection-built RpcCollection hash must match across peers; only /// send/receive SYSTEMS may be gated). Blittable scalar payload per the project RPC rules. Handled by /// ReadyToggleSystem (Staging/Launching only). /// public struct ReadyToggleRequest : IRpcCommand { /// 1 = ready, 0 = not ready. public byte Ready; } }