using UnityEngine; namespace VoxelWorldScene { [DisallowMultipleComponent] /// /// Marks a scene transform that should contribute interest before players move so spawn areas can be prewarmed for nav coverage. /// public sealed class VoxelWorldSpawnAnchor : MonoBehaviour { [SerializeField, Min(0.01f)] private float priority = 2f; /// /// Relative importance of this anchor when coverage planning competes between multiple spawn-related interests. /// public float Priority => priority; } }