KROYSDOCS
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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
SourceWorld.cs
DECLARATION

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.
propertystatic
#public bool IsValid { get; }
Gets whether this handle names a world.
property
#public WorldKind Kind { get; }
Kind of scene this world runs scripts in, or None when the engine no longer runs it.
property
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.