//! The game running on the client.
useyog_data::Schema;/// Fired every client tick on the render thread.
#[derive(Debug, Clone, Schema)]pubstructTick{}/// The local player's travel step: the first handler to set `velocity`
/// (blocks per tick, drag applied) moves it by that instead of vanilla's.
#[derive(Debug, Clone, Schema)]pubstructTravel{pubframe:yog_body::TravelFrame,
pubvelocity:Option<yog_body::Vec3>,
}