# Initialize(string)

> Called during default world initialization to give the application a chance to set up additional worlds beyond (or instead of) the default world, and to perform additional one-time initialization before any worlds are created.

## Definition

* **Type:** Method
* **Namespace:** [Unity.Entities](/engine/7000.0/script-reference/unity/entities.md)
* **Assembly:** UnityEngine.EntitiesModule

```csharp
bool Initialize(string defaultWorldName)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the default [World](/engine/7000.0/script-reference/unity/entities/world.md) that will be created

### Returns

| Type                                                          | Description                                                                                                       |
| ------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | true if the bootstrap has performed initialization, or false if default world initialization should be performed. |

### Remarks

If this method returns true, it must also set [World.DefaultGameObjectInjectionWorld](/engine/7000.0/script-reference/unity/entities/world/defaultgameobjectinjectionworld.md) to the world that GameObject-based code and the Editor integration should use. Unity asserts if the property is still null.
