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duplicate_entity

Function duplicate_entity 

Source
pub fn duplicate_entity(
    world: &mut GameWorld,
    entity: EntityId,
    state: &mut EditorState,
)
Expand description

Duplicates an entity and everything below it.

Goes through the same subtree recipe round-trip as “Save as Prefab” rather than copying a hand-listed set of components, so the copy carries Tag, every user-defined component and the whole descendant subtree — none of which a fixed list could know about. serialize_all_components filters out engine-written components, so GlobalTransform and Children are rebuilt for the copy instead of being cloned with the original’s entity ids.

serialize_subtree deliberately drops the root’s own parent edge (a .kprefab has to be self-contained), so the copy is re-parented here to land as a sibling of the original.