In this section of the Blank Project tutorial we've had a look at entity templates, snapshots and why you might need the
Persistence component. We then covered how to add new entities to a snapshot or dynamically creating them at runtime.
We also talked about the default GameObject creator and how it can be used to spawn new kinds of GameObjects.
In the next chapter you'll learn how to integrate the transform synchronisation module and make a custom GameObject creator to take advantage of it. You'll also learn how to launch and manage a cloud deployment!
Image: A player surrounded by a horde of spheres created at runtime
Updated about a year ago