/**
 * 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<number | null>;
