could be a HashSet, but I'm using the bool as a form of reducing iteration load by flagging entities see, sync_despawn_prefabs u32: is entity id, bool: flag if entity exists
| 25 | // by flagging entities see, sync_despawn_prefabs |
| 26 | // u32: is entity id, bool: flag if entity exists |
| 27 | pub struct PrefabEntityTracker(pub HashMap<u64, bool>); |
| 28 | |
| 29 | // tell unity to spawn the prefabs of newly created entities |
| 30 | pub fn sync_spawned_entitites_without_transform( |