using System; using UnityEngine; using Unity.Entities; // Component specifies that entity is on server or is predicted public struct ServerEntity : IComponentData { public int foo; } public class LocalPlayer : MonoBehaviour { public int playerId = -1; public PlayerState playerState; public NetworkClient networkClient; public UserCommand command = UserCommand.defaultCommand; public TickStateDenseBuffer commandBuffer = new TickStateDenseBuffer(NetworkConfig.commandClientBufferSize); public Entity controlledEntity; }