Bug: EntityDataManager does not like me storing data variables in the player capability.
bconlon1 opened this issue ยท 0 comments
Look at:
- SynchedEntityData
- ServerEntity.sendDirtyEntityData()
- ClientboundSetEntityDataPacket
Create a class SynchedCapabilityData
which will have similar function to SynchedEntityData
but its purpose will be usage in our capabilities to allow for data syncing without creating tons of packets.
Ideas:
- Might be possible to have a CapabilityDataEntry class which can store basic values like ints and booleans which can be passed into a catch-all packet to send that data across sides to sync.