public static Offset <SynchronizeSceneData> CreateSynchronizeSceneData(FlatBufferBuilder builder,
                                                                        int startTime       = 0,
                                                                        int endTime         = 0,
                                                                        VectorOffset actors = default(VectorOffset))
 {
     builder.StartObject(3);
     SynchronizeSceneData.AddActors(builder, actors);
     SynchronizeSceneData.AddEndTime(builder, endTime);
     SynchronizeSceneData.AddStartTime(builder, startTime);
     return(SynchronizeSceneData.EndSynchronizeSceneData(builder));
 }
 public static SynchronizeSceneData GetRootAsSynchronizeSceneData(ByteBuffer _bb, SynchronizeSceneData obj)
 {
     return(obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb));
 }
 public static SynchronizeSceneData GetRootAsSynchronizeSceneData(ByteBuffer _bb, SynchronizeSceneData obj)
 {
     return (obj.__init(_bb.GetInt(_bb.Position) + _bb.Position, _bb));
 }