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    Enum WorldSystemFilterFlags

    For internal use only.

    Namespace: Unity.Entities
    Assembly: Unity.Entities.dll
    Syntax
    [Flags]
    public enum WorldSystemFilterFlags : uint
    Remarks

    Defines where internal Unity systems should be created. The existence of these flags and the specialized Worlds they represent are subject to change.

    Fields

    Name Description
    All

    Flag to include all system groups defined above as well as systems decorated with [DisableAutoCreation].

    BakingSystem

    Baking systems running after the BakingSystem system responsible from baking GameObjects to entities.

    ClientSimulation

    Worlds using client simulation.

    Default

    When specifying the Default flag on a [WorldSystemFilter] the flag will be removed and expand to what was specified as ChildDefaultFilterFlags by the group the system is in. This means the Default flag will never be set when querying a system for its flags. If the system does not have a [UpdateInGroup] the system will be in the SimulationSystemGroup and get the ChildDefaultFilterFlags from that group. When creating a world - or calling GetSystems directly - default expands to LocalSimulation | Presentation to create a standard single player world.

    Disabled

    Systems explicitly disabled via the [DisableAutoCreation] attribute are by default placed in this world.

    Editor

    The main World created when running in the Editor. Example: Editor LiveConversion system

    EntityProxy

    Worlds baking EntityBehaviours in motion

    EntityProxyPreview

    Worlds baking EntityBehaviours in preview mode in motion

    EntitySceneOptimizations

    A specialized World created for optimizing scene rendering.

    LocalSimulation

    Worlds using local simulation, without any multiplayer client / server support.

    Presentation

    Worlds presenting a rendered world.

    ProcessAfterLoad

    A specialized World created for processing a scene after load.

    ServerSimulation

    Worlds using server simulation.

    Streaming

    Worlds supporting streaming

    ThinClientSimulation

    Worlds using thin client simulation. A thin client is a client running the bare minimum set of systems to connect to and communicate with a server. It does not run the full simulation and cannot generally present the simulation state.

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