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Overview
Tutorials16
OverviewFirst game projectFirst entityAuthored user_data and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesPlay, Edit, and scenesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides16
OverviewDevelopment guideGameplay APIChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / UnrealActor and component lifecycle
Systems28
OverviewArchitectureApplication lifecycleFrontends and driversPlatforms and supportSession services and cross-scene stateScenes and gameplayActor communication (hi.actors)Game-facing refsSave / replication wire versionCoordinate space and camera conventionsRenderingRenderer architecture mapFrame governorGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)UI and editorEditor asset hot reloadEditor Project Selector
Language reference2
OverviewAkari language referenceKawa language reference
Engine overview
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Overview
Tutorials16
OverviewFirst game projectFirst entityAuthored user_data and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesPlay, Edit, and scenesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides16
OverviewDevelopment guideGameplay APIChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / UnrealActor and component lifecycle
Systems28
OverviewArchitectureApplication lifecycleFrontends and driversPlatforms and supportSession services and cross-scene stateScenes and gameplayActor communication (hi.actors)Game-facing refsSave / replication wire versionCoordinate space and camera conventionsRenderingRenderer architecture mapFrame governorGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)UI and editorEditor asset hot reloadEditor Project Selector
Language reference2
OverviewAkari language referenceKawa language reference
Engine overview
Systems1 min read

Save / replication wire version

On this page
On this pageContractWhat exists todayExplicit non-goals / not production-ready Back to top
FieldValue
Wire version1
Sourcesrc/hikari/src/scene/replication.zig wire_version (NetId map / changedSince also in scene/world/world_replication.zig)
MaturityScaffolding / hooks only — not a production netcode layer

Contract

This axis is independent of:

  • abi_version_current
  • world_api_version_current / host_api_version_current
  • Scene descriptor version
  • SDK VERSION / CONTENT_HASH

Field identity on the wire is net_id (stable u16 ordinals declared on replicated component properties). Component runtime ids are generation-local and never serialized.

What exists today

  • Per-component single baseline column + precise dirty bit (one stream / save consumer, not per-connection ack points).
  • changedSince(index, since) requires precise dirty and version tick strictly after since.
  • Full/delta codecs over native POD field slices (host endian/layout).
  • NetId → handle slot + generation (cleared on handle invalidate/release).
  • Authority helpers for debug panics / release drop.

Explicit non-goals / not production-ready

  • No multi-client independent baselines.
  • No endian-neutral / padding-free schema compiler for pointers or slices.
  • No transport, prediction, interpolation, or rollback.
  • No production consumers outside tests and experimental hooks.

Treat this document as the version pin for the hook API, not as a claim that networked multiplayer is done.

Bump wire_version only when the binary layout or net_id assignment rules change incompatibly.

PreviousGame-facing refsNext Coordinate space and camera conventions

Documentation follows the current engine checkout.

Snapshot cc148c75Source docs/systems/replication-wire-version.md
On this pageContractWhat exists todayExplicit non-goals / not production-ready Back to top