Builtin Library
README.md
spawn
spawn(name, opts) constructs a multiplayer-synced entity. It is
identical to entity.spawn — same arguments, returns the same entity
proxy — with one difference: the new entity is flagged synced, so the
replication layer mirrors it to every connected peer and the relay
persists it for late joiners.
It hardcodes nothing about the entity's contents. Add whatever
components you want on the returned proxy, exactly as you would after
entity.spawn.
Export
spawn(name?, opts?) -> entityProxy— spawn a synced entity.nameandoptsare forwarded verbatim toentity.spawn; the returned proxy is already flagged synced.
Usage
local e = spawn("crate")
e.component.add("Model", { model = "cube" })
e.position = { 0, 1, 0 }
Related primitives
entity(id):setSynced(true)— flag an existing single entity synced.entity(root):setSyncedTree(true)— flag an existing hierarchy synced in one explicit call (root + every current descendant).entity(id):setSynced(false)— opt an entity out of replication.
Sync is generic and entity-based: an entity replicates iff it carries
the synced flag. spawn is just the convenience that sets that flag at
construction time — nothing about it is specific to any component or
content type.