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SystemUpdateOrder Class

Defines standard execution order values for update systems. Lower values execute first.

public static class SystemUpdateOrder

Inheritance System.Object → SystemUpdateOrder

Remarks

These constants provide a structured way to order system execution without magic numbers. Systems can use these values directly or add offsets for fine-grained control.\<example> \<code> // Use standard order public int UpdateOrder => SystemUpdateOrder.Physics;

        // Custom offset \(run right after physics\)
        public int UpdateOrder =&gt; SystemUpdateOrder\.Physics \+ 10;

        // Between two phases
        public int UpdateOrder =&gt; \(SystemUpdateOrder\.Physics \+ SystemUpdateOrder\.Collision\) / 2;
        \</code\>

\</example>

Fields
Animation Animation systems (e.g., skeletal animation, sprite animation). Order: 400
Audio Audio systems (e.g., 3D audio positioning, music transitions). Order: 600
Collision Collision detection and resolution. Order: 200
EarlyUpdate Early update phase (runs before main update). Order: -25
Input Input processing (e.g., reading keyboard, mouse, gamepad). Order: -100
LateUpdate Late update phase (e.g., camera follow, UI updates). Order: 800
Particles Particle systems and visual effects. Order: 500
Physics Physics simulation (e.g., velocity integration, position updates). Order: 100
PostCollision Post-collision processing (e.g., trigger events, damage calculation). Order: 250
PostInput Post-input processing (e.g., input smoothing, dead zone handling). Order: -50
PostPhysics Post-physics phase (e.g., physics cleanup, constraint solving). Order: 150
PostUpdate Post-update phase (runs after main update but before physics). Order: 50
PreInput Pre-input processing (e.g., input buffering, replay systems). Order: -200
PrePhysics Pre-physics phase (e.g., applying forces, setting velocities). Order: 90
PreRender Pre-render preparation (e.g., frustum culling, visibility determination). Order: 1000
Update Main update phase (default for most systems and behaviors). Order: 0
VeryLateUpdate Very late update (e.g., final position adjustments, look-at systems). Order: 900