void ISerializer <FloatingObjectsCreateMsg> .Deserialize(ByteStream source, out FloatingObjectsCreateMsg msg)
            {
                msg = new FloatingObjectsCreateMsg();
                msg.FloatingObjects = new List <CreatedFloatingObject>();

                int count;

                BlitSerializer <int> .Default.Deserialize(source, out count);

                for (int i = 0; i < count; i++)
                {
                    CreatedFloatingObject data = new CreatedFloatingObject();
                    data.Instances = new List <CreatedFloatingObjectInstance>();

                    BlitSerializer <DefinitionIdBlit> .Default.Deserialize(source, out data.TypeId);

                    int instancesCount;
                    BlitSerializer <int> .Default.Deserialize(source, out instancesCount);

                    for (int j = 0; j < instancesCount; j++)
                    {
                        CreatedFloatingObjectInstance instance = new CreatedFloatingObjectInstance();
                        instance.Location = new FloatingObjectPositionUpdateMsg();
                        BlitSerializer <MyFixedPoint> .Default.Deserialize(source, out instance.Amount);

                        BlitSerializer <long> .Default.Deserialize(source, out instance.Location.EntityId);

                        BlitSerializer <Vector3D> .Default.Deserialize(source, out instance.Location.Position);

                        BlitSerializer <Vector3> .Default.Deserialize(source, out instance.Location.Forward);

                        BlitSerializer <Vector3> .Default.Deserialize(source, out instance.Location.Up);

                        BlitSerializer <Vector3> .Default.Deserialize(source, out instance.Location.LinearVelocity);

                        BlitSerializer <Vector3> .Default.Deserialize(source, out instance.Location.AngularVelocity);

                        data.Instances.Add(instance);
                    }

                    msg.FloatingObjects.Add(data);
                }
            }
        public void OnCreateFloatingObjects(List <MyFloatingObject> floatingObjects)
        {
            if (floatingObjects.Count == 0)
            {
                return;
            }

            foreach (var floatingObject in floatingObjects)
            {
                int key = (int)floatingObject.Item.Content.TypeId.GetHashCode() ^ floatingObject.Item.Content.SubtypeId.GetHashCode();
                FloatingObjectsData data;
                if (!m_sortingMap.TryGetValue(key, out data))
                {
                    data              = new FloatingObjectsData();
                    data.Instances    = new List <MyFloatingObject>();
                    data.TypeId       = new DefinitionIdBlit(floatingObject.Item.Content.TypeId, floatingObject.Item.Content.SubtypeId);
                    m_sortingMap[key] = data;
                }

                data.Instances.Add(floatingObject);
            }

            FloatingObjectsCreateMsg msg = new FloatingObjectsCreateMsg();

            msg.FloatingObjects = new List <CreatedFloatingObject>();

            foreach (FloatingObjectsData data in m_sortingMap.Values)
            {
                if (data.Instances.Count > 0)
                {
                    CreatedFloatingObject createMsg = new CreatedFloatingObject();
                    createMsg.TypeId    = data.TypeId;
                    createMsg.Instances = new List <CreatedFloatingObjectInstance>();

                    foreach (var floatingObject in data.Instances)
                    {
                        // Object may be reduced/damaged meanwhile?
                        if (floatingObject.Item.Amount <= 0)
                        {
                            continue;
                        }

                        CreatedFloatingObjectInstance instanceData = new CreatedFloatingObjectInstance();
                        instanceData.Location = new FloatingObjectPositionUpdateMsg();
                        System.Diagnostics.Debug.Assert(floatingObject.Item.Amount > 0, "Floating object amount must be > 0");
                        instanceData.Amount            = floatingObject.Item.Amount;
                        instanceData.Location.Position = floatingObject.PositionComp.GetPosition();
                        instanceData.Location.Forward  = floatingObject.WorldMatrix.Forward;
                        instanceData.Location.Up       = floatingObject.WorldMatrix.Up;
                        instanceData.Location.EntityId = floatingObject.EntityId;

                        if (floatingObject.Physics != null)
                        {
                            instanceData.Location.LinearVelocity  = floatingObject.Physics.LinearVelocity;
                            instanceData.Location.AngularVelocity = floatingObject.Physics.AngularVelocity;
                        }

                        createMsg.Instances.Add(instanceData);
                    }

                    msg.FloatingObjects.Add(createMsg);
                }
            }

            foreach (var data in m_sortingMap.Values)
            {
                data.Instances.Clear();
            }

            MySession.Static.SyncLayer.SendMessageToAll(ref msg);


            //foreach (var floatingObject in floatingObjects)
            //{
            //    MySyncCreate.SendEntityCreated(floatingObject.GetObjectBuilder());
            //}
        }