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 global defines.
#UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP_RUNTIME_WORLD
disables generation of the default runtime world.
#UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP_EDITOR_WORLD
disables generation of the default editor world.
#UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP
disables generation of both default worlds.
- 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)