Hello,
I'm trying to make a game that procedurally generates the world. My current set up creates the entire world in the server world and then divides the world into many chunks (32x32 tiles). I tried creating a chunk ghost entity that stores a buffer of all the tiles for that chunk, but it failed because ghost entitites couldn't store that much data. So I retried it with RPC, but I'm having trouble getting the BlobAsset containing the tile data for a chunk from the client world.
What is the standard practice for using world chunking in Netcode for Entities?