Group of Components that define a type. Makes use of LODs.
Allows a User to interact with the World. Connects to Replication Server.
An object representing a client connected to the Replication Server. Required for the client messages.
A message sent to a client connection.
Allows for sending an instruction to an Entity that may be running on a different machine.
Describes a characteristic or aspect of an Entity.
An Entity that is connected to another Entity through a parent-child relationship. Connected entities are subject to their parent's Live Query, i.e. they are replicated only if their parent is.
A networked GameObject.
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 networked GameObjects and commands.
Replicates the state of the world to the connected Clients and Simulators.
Short-lived multiplayer environments for dozens of players. Perfect for quick session-based matches.
Responsible for simulating a subset of the game world. Connects to Replication Server through which the state gets replicated to Clients.
Long-lived and permanent multiplayer environments for thousands of players. Best suited for MMO types of games.