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    Class WorldSystemAbstract

    Abstract base class for world-level systems.

    World systems operate at the global level and persist across scene changes. They're typically used for core engine functionality like rendering, input, and audio.

    Hierarchy (View Summary)

    Index
    systemName: string

    Unique name identifier for the system

    • Called with fixed timestep for physics calculations

      Returns void

    • Called when a scene becomes active

      Parameters

      Returns void

    • Called when a scene becomes inactive, but still remains in memory

      Parameters

      Returns void

    • Called when a scene is loaded. Used to load required resources for the system such as images, fonts, etc.

      Parameters

      Returns Promise<void>

    • Called when the world is being destroyed

      Parameters

      Returns void

    • Called when the world is first loaded. Used to load global resources such as bundle with game user interface

      Parameters

      Returns Promise<void>

    • Called when all global resources are loaded

      Parameters

      Returns void

    • Called every frame with variable timestep

      Returns void