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Overview
Tutorials17
OverviewPlay, Edit, and scenesFirst UI documentFirst game projectFirst entityComponent properties and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides25
OverviewWorking in the editorDevelopment guideGameplay APIActor and component lifecycleThreads, jobs, events, and routinesGameplay AI tasksGame AI: perception and movement playgroundBrain assetsBrain execution for swarm populationsLocalizationGame cursorsChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringChoosing and scaling shadowsTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / Unreal
Systems32
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 governorPipeline compilationSkeletal animationGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitUI documentsAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)Document schemasUI and editorEditor asset hot reloadEditor Project Selector
Language reference3
OverviewAkari GPU ABIAkari language referenceKawa language reference
Engine overview
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Overview
Tutorials17
OverviewPlay, Edit, and scenesFirst UI documentFirst game projectFirst entityComponent properties and the inspectorFirst mesh and materialFirst physics body and triggerFirst character controllerFirst session servicesFirst UIFirst input actionFirst messagesFirst runtime spawnFirst motionFirst skeletal animationAssets in Play (soft refs and hot reload)Dynamic editor recompile
Guides25
OverviewWorking in the editorDevelopment guideGameplay APIActor and component lifecycleThreads, jobs, events, and routinesGameplay AI tasksGame AI: perception and movement playgroundBrain assetsBrain execution for swarm populationsLocalizationGame cursorsChoosing component storageBuild and packagingProject filePluginsHikari Plugin APIData-driven content, JSON, and pathsScripting with KawaShader authoringChoosing and scaling shadowsTime of dayUser interfaceUI layoutUI widgetsMigration from Unity / Unreal
Systems32
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 governorPipeline compilationSkeletal animationGPU particlesVisual ZonesVolumetric mediaInputAudioPhysicsMotion KitTemporal KitUI documentsAssets and ShinraPrefabsAsset residencyAsset formats (Shinra pipeline)Document schemasUI and editorEditor asset hot reloadEditor Project Selector
Language reference3
OverviewAkari GPU ABIAkari 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 86f12d68Source docs/systems/replication-wire-version.md
On this pageContractWhat exists todayExplicit non-goals / not production-ready Back to top