WorldSystemFilterFlags
For internal use only.
Read time 1 minuteLast updated 2 days ago
Definition
- Type: Enum
- Namespace: Unity.Entities
- Assembly: UnityEngine.EntitiesModule
[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
Value | Description |
|---|---|
| All | Flag to include all system groups defined above, including 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 marked with this flag. |
| Editor | The main World created when running in the Editor. Example: Editor LiveConversion system |
| EntityProxy | Worlds baking |
| EntityProxyPreview | Worlds baking in preview mode |
| 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. |