Group of Components that define a type. Makes use of LODs.
Allows a User to interact with the World. Connects to Replication Server.
Allows for sending an instruction to an Entity that may be running on a different machine.
Part of ECS. Describes a characteristic or aspect of an Entity.
Stands for Entity Component System. An entity system where entities are made of components.
An instance of an Archetype. Part of ECS.
Allows for signalling that something of significance has occurred allowing interested listeners to act on it.
Allows the Client to specify a subset of the World to receive updates from. Acts as a filter to exclude updates on less relevant entities that could otherwise result in undesired latency.
A partial representation of an Archetype. Allows for specifying priorities of components within an Archetype.
Generates the client schema source file (e.g. schema.cs) that automatically handles serialization/deserialization of an ECS world, commands, and events.
Replicates the state of the world to the connected Clients and Simulators.
Responsible for simulating a subset of the game world. Connects to Replication Server through which the state gets replicated to Clients.