SystemHandle
A handle to the new instance of system type T in this World.
Create and return a handle to an instance of a system of type T in this World.
This can result in multiple instances of the same system in a single World, which is generally undesirable.
Important: This function creates a sync point, which means that the EntityManager waits for all
currently running Jobs to complete before creating the system, and no additional Jobs can start before
the function is finished. A sync point can cause a drop in performance because the ECS framework may not
be able to make use of the processing power of all available cores.
| Parameter | Description |
|---|---|
| type | The system type |
SystemHandle
A handle to the new instance of system type type in this World.
Create and return a handle to an instance of a system of type type in this World.
This can result in multiple instances of the same system in a single World, which is generally undesirable.
Important: This function creates a sync point, which means that the EntityManager waits for all
currently running Jobs to complete before creating the system, and no additional Jobs can start before
the function is finished. A sync point can cause a drop in performance because the ECS framework may not
be able to make use of the processing power of all available cores.
| Parameter | Description |
|---|---|
| type | The system type |
SystemHandle
A handle to the new instance of system type type in this World.
Create and return a handle to an instance of a system of type type in this World.