using Engine.Kernel.World; namespace Engine.Render.Contracts; /// /// A unit cube (1x1x1 before Transform.LocalScale), same no-size-fields /// reasoning as QuadRenderer — Transform.LocalScale already means "how /// big." Added for M4's physics demo: a BoxCollider falling and settling /// only reads as a real physics object on screen if it actually looks like /// a box, not a flat card. /// public sealed class CubeRenderer : Component;