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LightingSystem

Defined in: lighting/src/LightingSystem.ts:9

Synchronizes every scene’s lighting backend after camera transforms update.

  • System

new LightingSystem(): LightingSystem

LightingSystem

System.constructor

protected context: EngineContext

Defined in: core/dist/index.d.ts:1059

Reference to the engine context, set on registration.

System.context


enabled: boolean

Defined in: core/dist/index.d.ts:1057

Whether this system is active.

System.enabled


readonly phase: Render = Phase.Render

Defined in: lighting/src/LightingSystem.ts:10

The phase this system runs in.

System.phase


readonly priority: 100 = 100

Defined in: lighting/src/LightingSystem.ts:11

Execution priority within the phase. Lower = earlier. Default: 0.

System.priority

_setContext(context): void

Defined in: core/dist/index.d.ts:1066

Internal

Set the engine context. Called by SystemScheduler when the system is registered.

EngineContext

void

System._setContext


onRegister(context): void

Defined in: lighting/src/LightingSystem.ts:17

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


optional onUnregister(): void

Defined in: core/dist/index.d.ts:1074

Called when the system is removed.

void

System.onUnregister


update(): void

Defined in: lighting/src/LightingSystem.ts:25

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

void

System.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:1068

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

System.use