#Entity debug names in client world

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dense mortar
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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?

empty iris
dense mortar
empty iris
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names are generally unsupported