Marker component for entities that are dead.
A bundle of components that every entity has. This doesn’t contain metadata,
that has to be added separately.
Plugin handling some basic entity functionality.
The Minecraft UUID of the entity. For players, this is their actual player
UUID, and for other entities it’s just random.
A component that contains the offset of the entity’s eyes from the entity
coordinates.
Marks an entity that’s in a loaded chunk. This is updated at the beginning
of every tick.
A component for entities that can jump.
The last position of the entity that was sent over the network.
A component that lists all the local player entities that have this entity
loaded. If this is empty, the entity will be removed from the ECS.
A marker component that signifies that this entity is “local” and shouldn’t
be updated by other clients.
A component that contains the direction an entity is looking.
The physics data relating to the entity, such as position, velocity, and
bounding box.
A bundle of the components that are always present for a player.
The position of the entity right now.
An [EntityCommand
] that applies a “relative update” to an entity, which
means this update won’t be run multiple times by different clients in the
same world.
A set of x, y, and z rotations. This is used for armor stands.