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ComponentFixedUpdateSystem

Defined in: ComponentUpdateSystem.ts:35

Calls fixedUpdate(dt) on all enabled components in non-paused scenes.

  • BaseComponentUpdateSystem

new ComponentFixedUpdateSystem(): ComponentFixedUpdateSystem

ComponentFixedUpdateSystem

BaseComponentUpdateSystem.constructor

protected context: EngineContext

Defined in: System.ts:22

Reference to the engine context, set on registration.

BaseComponentUpdateSystem.context


enabled: boolean = true

Defined in: System.ts:19

Whether this system is active.

BaseComponentUpdateSystem.enabled


protected errorBoundary: ErrorBoundary

Defined in: ComponentUpdateSystem.ts:26

BaseComponentUpdateSystem.errorBoundary


readonly phase: FixedUpdate = Phase.FixedUpdate

Defined in: ComponentUpdateSystem.ts:36

The phase this system runs in.

BaseComponentUpdateSystem.phase


readonly priority: 1000 = 1000

Defined in: ComponentUpdateSystem.ts:23

High priority so game logic runs after engine systems like physics.

BaseComponentUpdateSystem.priority


protected sceneManager: SceneManager

Defined in: ComponentUpdateSystem.ts:25

BaseComponentUpdateSystem.sceneManager

_setContext(context): void

Defined in: System.ts:30

Internal

Set the engine context. Called by Engine during startup.

EngineContext

void

BaseComponentUpdateSystem._setContext


onRegister(context): void

Defined in: ComponentUpdateSystem.ts:28

Called once when the system is registered with the engine.

EngineContext

void

BaseComponentUpdateSystem.onRegister


optional onUnregister(): void

Defined in: System.ts:52

Called when the system is removed.

void

BaseComponentUpdateSystem.onUnregister


update(dt): void

Defined in: ComponentUpdateSystem.ts:38

Called every frame (or every fixed step for FixedUpdate).

number

void

BaseComponentUpdateSystem.update


protected use<T>(key): T

Defined in: System.ts:35

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

BaseComponentUpdateSystem.use