pub fn serialize_all_components(
world: &World,
entity: EntityId,
) -> Vec<(String, Vec<u8>)>Expand description
Serializes every component of entity that belongs to the author.
Skips ComponentProvenance::Derived and ComponentProvenance::Runtime
components, because every caller — scene files, .kprefab extraction and
entity duplication — wants the data a human or a tool put there, not what
the engine computed from it.
Emitting them would be actively wrong, not merely wasteful: Children
holds the source entity’s EntityIds, so a copy would claim the
original’s children, and GlobalTransform would land stale until the next
transform_propagation tick. Hierarchy is rebuilt from the recipe’s
SetParent commands instead, which remap ids properly.