> For the complete documentation index, see [llms.txt](https://series-1.gitbook.io/rundot-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://series-1.gitbook.io/rundot-docs/v5.27.0/readme/syncplay/syncplay-entity-registry.md).

# Syncplay: Entity Registry (PROVISIONAL)

Import the deterministic entity registry from:

```ts
import {
  createSyncplayEntityRegistry,
  entityRegistryModuleApiStability,
} from '@series-inc/rundot-syncplay/modules/entity-registry'
```

This API is **PROVISIONAL**. It lets a game register its own entity behaviours. Each behaviour declares a `SyncplayModuleIdentity`, initializes a portable slice, and steps that slice for one entity.

The registry folds entity type and module identity into a manifest digest. Call `bind` with the peer manifest before calling `step`. A missing or different manifest fails closed. The registry seeds entities in code-unit order and steps them in the same order, independent of registration order.

Keep entity slices as plain portable objects. Keep game-specific entity types and authoring data in the consuming game.
