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UILayoutSystem

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

Resolves anchor positions and runs Yoga layout for all UISurface components. Runs in LateUpdate (after game logic, before render).

  • System

new UILayoutSystem(): UILayoutSystem

UILayoutSystem

System.constructor

protected context: EngineContext

Defined in: core/dist/index.d.ts:1336

Reference to the engine context, set on registration.

System.context


enabled: boolean

Defined in: core/dist/index.d.ts:1334

Whether this system is active.

System.enabled


protected readonly onlyChanged: boolean = false

Defined in: ui/src/UILayoutSystem.ts:25

Whether a surface whose layout nothing changed is skipped.


readonly phase: LateUpdate = Phase.LateUpdate

Defined in: ui/src/UILayoutSystem.ts:22

The phase this system runs in.

System.phase


readonly priority: number = 200

Defined in: ui/src/UILayoutSystem.ts:23

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

System.priority

_setContext(context): void

Defined in: core/dist/index.d.ts:1343

Internal

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

EngineContext

void

System._setContext


onRegister(context): void

Defined in: ui/src/UILayoutSystem.ts:31

Called once when the system is registered with the engine.

EngineContext

void

System.onRegister


optional onUnregister(): void

Defined in: core/dist/index.d.ts:1351

Called when the system is removed.

void

System.onUnregister


update(): void

Defined in: ui/src/UILayoutSystem.ts:43

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

void

System.update


protected use<T>(key): T

Defined in: core/dist/index.d.ts:1345

Resolve a service by key, cached after first lookup.

T

ServiceKey<T>

T

System.use

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