World
A World
owns both an EntityManager and a set of ComponentSystems. You can create as many World
objects as you like. Commonly you would create a simulation World
and rendering or presentation World
.
By default we create a single World
when entering Play Mode and populate it with all available ComponentSystem
objects in the project, but you can disable the default World
creation and replace it with your own code via a global define.
- Default World creation code (see file: Packages/com.unity.entities/Unity.Entities.Hybrid/Injection/DefaultWorldInitialization.cs)
- Automatic bootstrap entry point (see file: Packages/com.unity.entities/Unity.Entities.Hybrid/Injection/AutomaticWorldBootstrap.cs)