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Unity Engine


Unity Engine


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

AllFlag to include all system groups defined above, including systems decorated with [DisableAutoCreation].
BakingSystemBaking systems running after the BakingSystem system responsible from baking GameObjects to entities.
ClientSimulationWorlds using client simulation.
DefaultWhen 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.
DisabledSystems explicitly disabled via the [DisableAutoCreation] attribute are marked with this flag.
EditorThe main World created when running in the Editor. Example: Editor LiveConversion system
EntityProxyWorlds baking
EntityProxyPreviewWorlds baking in preview mode
EntitySceneOptimizationsA specialized World created for optimizing scene rendering.
LocalSimulationWorlds using local simulation, without any multiplayer client / server support.
PresentationWorlds presenting a rendered world.
ProcessAfterLoadA specialized World created for processing a scene after load.
ServerSimulationWorlds using server simulation.
StreamingWorlds supporting streaming
ThinClientSimulationWorlds 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.