SCRIPTING API / Scripts and entities / World
World
Handle selecting the scene scripts act on (editor play, game client or dedicated server). Every engine call carries the world of the entity or script it is made for; the engine ignores calls that name another world.
Kindstruct
NamespaceKroys.EngineScripting
Members3
Source
World.csDECLARATION
Declaration
Namespace Kroys.EngineScripting.
Declaration
public readonly struct World : IEquatable<World>
REFERENCE
Members
Properties
#public static World Current { get; }The world of the script being run.
#public bool IsValid { get; }Gets whether this handle names a world.
#public WorldKind Kind { get; }Kind of scene this world runs scripts in, or None when the engine no longer runs it.
Signatures
public static World Current { get; } public bool IsValid { get; } public WorldKind Kind { get; }
KroysEngine 0.1.0 documentation, built from the engine repository by Tools/BuildDocsSite.py.