EntitySnapshot Class
Definition
Namespace: Brine2D.ECS.Serialization
Serializable snapshot of an entity's state.
Inheritance System.Object → EntitySnapshot
Remarks
ID remapping:Id stores the entity's Id at the time the snapshot was taken. When the snapshot is restored, RestoreWorldFromSnapshot\(IEntityWorld, WorldSnapshot\) creates brand-new entities that receive fresh runtime IDs assigned by the Entity counter. The snapshot ID is not re-injected into the restored entity's runtime ID. It is used only to reconstruct the parent–child hierarchy (via ParentId) and is otherwise discarded after restoration.
If your components store cross-entity references as System.Int64 entity IDs (e.g., an AI target, a joint partner), those IDs will be stale after a restore. Re-resolve such references after restoration, or store entity names/tags instead.
| Properties | |
|---|---|
| Id | The runtime ID of the entity at snapshot time. Used during restore to reconstruct the parent–child hierarchy. Not injected back into the restored entity. |
| ParentId | The runtime ID of this entity's parent at snapshot time, or 0 if this is a root entity. Used during RestoreWorldFromSnapshot\(IEntityWorld, WorldSnapshot\) to re-parent entities after all entities have been created \(two\-pass restore\). |