Vixen
02b45cc4
csharp
public struct SceneTag

Which 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 SceneId

    The 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