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class GameObjectSystem

Summary

Allows creation of a system that always exists in every scene, is hooked into the scene's lifecycle, and is disposed when the scene is disposed.

Derived Types

GameObjectSystem<T>

Purpose

A good example of this is the animation GameObjectSystem. Instead of animating each component individually, we can do them all together in a thread. This is obviously much faster, but it also means that all of the bones get worked out at a set time during the frame.

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