SystemRenderOrder Class
Definition
Namespace: Brine2D.ECS.Systems
Defines standard execution order values for render systems. Lower values execute first \(render behind\).
Inheritance System.Object → SystemRenderOrder
Remarks
These constants provide a structured way to order render system execution for proper layering. Systems can use these values directly or add offsets.\<example> \<code> // Render in background layer public int RenderOrder => SystemRenderOrder.Background;
Text Only
// Render between sprites and UI
public int RenderOrder => SystemRenderOrder\.Sprites \+ 100;
\</code\>
\</example>
| Fields | |
|---|---|
| Background | Background rendering \(e\.g\., skybox, parallax backgrounds\). Order: -100 |
| Debug | Debug rendering \(always on top\). Order: 1000 |
| Lighting | Lighting and effects. Order: 500 |
| Particles | Particle rendering \(above sprites\). Order: 100 |
| Sprites | Main sprite rendering \(default for most render systems\). Order: 0 |
| Tilemap | Tilemap/terrain rendering. Order: -50 |
| UI | UI rendering \(above game world\). Order: 900 |