The main client component. Contains the underlying network connection and
packet buffer.
The bundle of components needed for clients to function. All components are
required unless otherwise stated.
Marker [Component
] for client entities. This component should exist even
if the client is disconnected.
A [
Command
] to disconnect a
Client
with a displayed reason.
Contains a list of Minecraft entities that need to be despawned. Entity IDs
in this list will be despawned all at once at the end of the tick.
The [SystemSet
] in [PostUpdate
] where clients have their packet buffer
flushed. Any system that writes packets to clients should happen before
this. Otherwise, the data will arrive one tick late.
This event will be emitted when a entity is loaded for a client (e.g when
moving into range of the entity).
Automatically generated [
WorldQuery
] item type for
OldView
, returned when iterating over query results.
Player properties from the game profile.
The [SystemSet
] in [PreUpdate
] where new clients should be
spawned. Systems that need to perform initialization work on clients before
users get access to it should run after this set.
This event will be emitted when a entity is unloaded for a client (e.g when
moving out of range of the entity).
The system set where various facets of the client are updated. Systems that
modify layers should run before this.
Automatically generated [
WorldQuery
] item type for
View
, returned when iterating over query results.
A [
Component
] containing a handle to the
ChunkLayer
a client can
see.
A [
Component
] containing the set of
EntityLayer
s a client can see.
All Minecraft entities from all layers in this set are potentially visible
to the client.