Currently we have a pattern that goes something like
#[derive(Component, ...)]
struct PlayerFlag;
that gets used by the plugin to retrieve an entityID for an item that they've added components to. We use this pattern instead of attaching state to the ClientState, I think it would be good to explain that that pattern exists so that developers can choose whether or not their plugin entry structs hold state or not.
Currently we have a pattern that goes something like
that gets used by the plugin to retrieve an entityID for an item that they've added components to. We use this pattern instead of attaching state to the ClientState, I think it would be good to explain that that pattern exists so that developers can choose whether or not their plugin entry structs hold state or not.