using System; using UnityEngine; using UnityEngine.AddressableAssets; namespace RebootKit.Engine.Services.Simulation { [Serializable] public struct WorldConfig { public string name; // @NOTE: stays loaded during world lifetime public AssetReference mainScene; } [CreateAssetMenu(menuName = RConsts.k_WorldAssetMenu + "World")] public class WorldConfigAsset : ScriptableObject { [field: SerializeField] public WorldConfig Config { get; private set; } } }