SystemUpdateOrder Class
Definition
Namespace: Brine2D.ECS.Systems
Defines standard execution order values for update systems. Lower values execute first.
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;
Text Only
// 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 |