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FloatingOverlaySystem

Defined in: ui/src/FloatingOverlaySystem.ts:18

Re-anchors every scene’s floating overlay (tooltips/popovers/menus) once per frame. Runs in LateUpdate at priority 201after UILayoutSystem (priority 200) so floats read up-to-date trigger geometry, and after any React UIRootLayoutSystem.

Crucially this drives the overlay with no UIRoot required: it walks SceneManager.activeScenes, resolves each scene’s FloatingOverlay + render tree, attaches the overlay layer idempotently, then ticks it against the renderer viewport. So attachTooltip works in a pure imperative scene that never mounts a React tree.

  • System

new FloatingOverlaySystem(): FloatingOverlaySystem

FloatingOverlaySystem

System.constructor

protected context: EngineContext

Defined in: core/dist/index.d.ts:1597

Reference to the engine context, set on registration.

System.context


enabled: boolean

Defined in: core/dist/index.d.ts:1595

Whether this system is active.

System.enabled


readonly phase: LateUpdate = Phase.LateUpdate

Defined in: ui/src/FloatingOverlaySystem.ts:19

The phase this system runs in.

System.phase


readonly priority: 201 = 201

Defined in: ui/src/FloatingOverlaySystem.ts:20

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

System.priority

_setContext(context): void

Defined in: core/dist/index.d.ts:1603

Internal

Set the engine context. Called by Engine during startup.

EngineContext

void

System._setContext


onRegister(context): void

Defined in: ui/src/FloatingOverlaySystem.ts:24

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


optional onUnregister(): void

Defined in: core/dist/index.d.ts:1611

Called when the system is removed.

void

System.onUnregister


update(): void

Defined in: ui/src/FloatingOverlaySystem.ts:28

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

void

System.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:1605

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

System.use