Fences | Package Manager UI website
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    Fences

    Fences are basically empty nodes in the system execution graph: they perform no logic, but you can use them to schedule systems without knowing every other system in your game. Currently, all fences live under ut.Shared.

    Here's the current fence scheduling order:

    1. InputFence
    2. UserCodeStart
    3. UserCodeEnd
    4. RenderingFence
    5. PlatformRenderingFence
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