2. World, entities and components
In a game running on SpatialOS, the SpatialOS game world is a core concept. It’s the canonical source of truth about things in your game.
Replicated Actors in Unreal equate to entities in SpatialOS. In SpatialOS, entities are the objects in your game. All of the data that you want to share between Unreal servers running on SpatialOS has to be stored in entities. Each entity is made up of SpatialOS components; it’s the components which store this data, in their properties. Replicated properties in Unreal equate to SpatialOS components’ properties.
Note: SpatialOS components are not the same as Components in Unreal.
For example, in a world with rabbits and lettuces, you’d have the entities
Lettuce, each with certain SpatialOS components. These components in turn would have certain properties:
Image: Entities, components, and component properties
The value of a component’s property forms part of the data about an entity. This data is stored in the SpatialOS Runtime.
The SpatialOS game world, with its entities and their components, stores the state of the game world in a way that enables many servers and game clients to access and change it, without needing to communicate directly with each other.