using UnityEngine; namespace Ashwild.Building { /// /// A committed structure in the world, replicated in the BuildRegistry's SyncList: which /// buildable (network id) sits at which pose. Every machine instantiates the matching /// BuiltPrefab locally from this record — the structures themselves are never NetworkObjects (§3). /// public struct BuildRecord { public ushort buildableId; public Vector3 position; public Quaternion rotation; } }