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 => SystemUpdateOrder\.Physics \+ 10;
// Between two phases
public int UpdateOrder => \(SystemUpdateOrder\.Physics \+ SystemUpdateOrder\.Collision\) / 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 |