public void Initialize()
 {
     // add a couple -- this is not where this would normally be ofc
     for (int i = 0; i < 10; i++)
     {
         Entities[i]  = Object.Instantiate(EntityPrefab, new Vector3(0, (i + 1) * 10, 0), new Quaternion());
         REntities[i] = new ReplicatableGameObject();
     }
 }
        private void OnUpdate()
        {
            if (_currentState != State.Playing)
            {
                return;
            }

            Client.PacketStream.UpdateIncoming();

            Client.ControlledObjectSys.UpdateControlledObject();

            // Update game
            foreach (ReplicationRecord r in Client.Replication.ReplicatedObjects.Values)
            {
                if (!RGameObjects.ContainsKey(r.Id))
                {
                    RGameObjects[r.Id] = Object.Instantiate(EntityPrefab);
                }
                ReplicatableGameObject rgo = (ReplicatableGameObject)r.Entity;
                RGameObjects[r.Id].transform.SetPositionAndRotation(rgo.Position, new Quaternion());
            }

            Client.PacketStream.UpdateOutgoing();
        }