using Unity.Entities; using Unity.NetCode; namespace ProjectM.Simulation { /// /// Which authored character-stats definition this entity uses - a light key into the CharacterStats /// blob, replacing M2's inlined PlayerMoveStats values. NOW a [GhostField] (Slice 2 classes) so the /// server-written per-player class id replicates -> the owning client folds correct stats. Id stores a /// . /// public struct CharacterStatsRef : IComponentData { [GhostField] public byte Id; } }