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 |
|---|---|
| Conversion | World on which conversion systems run to transform authoring data to runtime data. |
| Editor | Main WorldFlags.LiveWorld running in the Editor. |
| Game | Main WorldFlags.LiveWorld running in the Player. |
| GameClient | Client WorldFlags.LiveWorld running in the Player. |
| GameServer | Server WorldFlags.LiveWorld running in the Player. |
| GameThinClient | Thin client WorldFlags.LiveWorld running in the Player. |
| Live | The main World for a game/application. This flag is combined with WorldFlags.Editor, WorldFlags.Game and WorldFlags.Simulation. |
| None | Default WorldFlags value. |
| Shadow | World representing a previous state of another World typically to compute a diff of runtime data - for example useful for undo/redo or Live Link. |
| Simulation | Any additional WorldFlags.LiveWorld running in the application for background processes that queue up data for other WorldFlags.LiveWorld (ie. physics, AI simulation, networking, etc.). |
| Staging | World 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. |
| Streaming | Dedicated World for managing incoming streamed data to the Player. |