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Unity Engine


Unity Engine


WorldFlags

Specify all traits a World can have.
Read time 1 minuteLast updated a day ago

Definition

  • Type: Enum
  • Namespace: Unity.Entities
  • Assembly: UnityEngine.EntitiesModule
[Flags]public enum WorldFlags

Fields

Value

Description

ConversionWorld on which conversion systems run to transform authoring data to runtime data.
EditorMain WorldFlags.LiveWorld running in the Editor.
GameMain WorldFlags.LiveWorld running in the Player.
GameClientClient WorldFlags.LiveWorld running in the Player.
GameServerServer WorldFlags.LiveWorld running in the Player.
GameThinClientThin client WorldFlags.LiveWorld running in the Player.
LiveThe main World for a game/application. This flag is combined with WorldFlags.Editor, WorldFlags.Game and WorldFlags.Simulation.
NoneDefault WorldFlags value.
ShadowWorld representing a previous state of another World typically to compute a diff of runtime data - for example useful for undo/redo or Live Link.
SimulationAny additional WorldFlags.LiveWorld running in the application for background processes that queue up data for other WorldFlags.LiveWorld (ie. physics, AI simulation, networking, etc.).
StagingWorld in which temporary results are staged before being moved into a WorldFlags.LiveWorld. Typically combined with WorldFlags.Conversion to represent an intermediate step in the full conversion process.
StreamingDedicated World for managing incoming streamed data to the Player.