csharp
public struct SceneTagWhich scene an entity belongs to.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
On every entity a scene creates, so unloading is a query and a destroy rather than a bookkeeping list that can drift out of step with the world.
[04](../../../docs/plan/04-ecs-and-scripting.md) has this splitting archetypes, which would make "everything in scene 3" a mask test. A component's value takes no part in its archetype here — the same limitation the transform depth ran into — so unload is a linear scan of the entities that have the tag at all. That is a one-off cost at unload, not a per-frame one, which is why it was not worth adding shared components for.
Fields and properties (1)
public int SceneIdThe scene's id.
Used by (7)
- NetworkSpawnTestsVixen.Net.Engine.Tests
- NetworkSpawnerVixen.Net.Engine
- SceneContentVixen.Engine
- SceneInterestRuleVixen.Net.Engine
- SceneManagerVixen.Engine
- SceneTagColumnVixen.Engine
- SceneDocumentVixen.Editor.SceneView