Destroy {@link entity}. If the entity has any State Components, all non-System State Components are removed, but the entity is not destroyed until all System State Component are deleted by the systems they belong to.
Return the empty ut.Archetype, containing no components.
Returns true if {@link entity} refers to a valid, live entity.
Returns the ut.Archetype of {@link entity}.
Finds an entity by its name. If multiple entities have the same name, this function returns only one of them. Which one it returns may change from one GetEntityByName call to the next.
This operation is slow. If you need direct access to entities, you can save ut.Entity references to them ahead of time and use the references directly.
Gets the component data if it's already present on the given entity, or adds it, and returns it. For performance, if you expect the component to be present on the entity you should call getComponentData directly.
Runs the default scheduler.
Obtains the default frame scheduler for this world.
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Create an entity with ut.Archetype{@link archetype}.