Class DefaultWorldInitialization
Namespace: Unity.Entities
Syntax
public static class DefaultWorldInitialization
Methods
AddSystemsToRootLevelSystemGroups(World, IEnumerable<Type>)
Adds the collection of systems to the world by injecting them into the root level system groups (InitializationSystemGroup, SimulationSystemGroup and PresentationSystemGroup)
Declaration
public static void AddSystemsToRootLevelSystemGroups(World world, IEnumerable<Type> systems)
Parameters
Type | Name | Description |
---|---|---|
World | world | |
IEnumerable<Type> | systems |
DefaultLazyEditModeInitialize()
Can be called when in edit mode in the editor to initialize a the default world.
Declaration
public static void DefaultLazyEditModeInitialize()
GetAllSystems(WorldSystemFilterFlags, Boolean)
Calculates a list of all systems filtered with WorldSystemFilterFlags, [DisableAutoCreation] etc.
Declaration
public static IReadOnlyList<Type> GetAllSystems(WorldSystemFilterFlags filterFlags, bool requireExecuteAlways = false)
Parameters
Type | Name | Description |
---|---|---|
WorldSystemFilterFlags | filterFlags | |
Boolean | requireExecuteAlways | Optionally require that [ExecuteAlways] is present on the system. This is used when creating edit mode worlds. |
Returns
Type | Description |
---|---|
IReadOnlyList<Type> | The list of filtered systems |
Initialize(String, Boolean)
Initializes the default world or runs ICustomBootstrap if one is is available.
Declaration
public static void Initialize(string defaultWorldName, bool editorWorld)
Parameters
Type | Name | Description |
---|---|---|
String | defaultWorldName | The name of the world that will be created. Unless there is a custom bootstrap. |
Boolean | editorWorld | Editor worlds by default only include systems with [ExecuteAlways]. If editorWorld is true, ICustomBootstrap will not be used. |