If an entity is given a name via EntityManager.SetName (or EntityCommandBuffer.SetName) on instantiation in the server world, this name will not transfer to the client world.
Having names makes debugging a ton faster.
Is there a way to force names to be transferred?
Or does anyone have an idea for an alternative way of identifying a specific entity across worlds?
#Entity debug names in client world
1 messages · Page 1 of 1 (latest)
make it a ghost component and set inside client
You mean add a custom component with the name and then have a client system that calls EntityManager.SetName?
That would work, thanks, although I had hoped for a built-in solution 🙂
names are generally unsupported