/** * Waits for the specified {@param netId} to exist on the server. * * This is needed due to the fact that when creating and instantly sending a * net id on the client we can race the actual creation of the entity, making *`NetworkGetEntityFromNetworkId` return `0`, this will resolve itself within the * next game tick (approximately ever 8ms for the sync thread). * * @param netId the network id of the entity to wait to exist * @param [timeoutMs=1000] the amount of time to wait for the entity to exist before giving up */ export declare function waitForEntityToExist(netId: number, timeoutMs?: number): Promise;