ChunkContent
Scene-object form of NebulaChunks.Loaded/NebulaChunks.Unloading: drop a subclass in the game scene and override OnChunkLoaded.
Nebula.World · Packages/com.1by3.nebula/Runtime/World/ChunkContent.cspublic abstract class ChunkContent : MonoBehaviourScene-object form of NebulaChunks.Loaded/NebulaChunks.Unloading: drop a subclass in the game scene and override OnChunkLoaded. It exists because a chunk generator is usually authored content — a prefab list, a material, a noise setting — and a MonoBehaviour is where a Unity developer expects to put those, whereas the static events are what a headless service or a test wants. Both paths are the same events; use whichever reads better.
Subscription happens in OnEnable, and NebulaChunks.Loaded back-fills, so a component enabled long after the first chunks arrived still builds all of them.
Methods
OnEnable
protected virtual void OnEnable();OnDisable
protected virtual void OnDisable();OnChunkLoaded
protected abstract void OnChunkLoaded(in ChunkContext chunk);Build this chunk's content under ChunkContext.Root. Runs on every role.
OnChunkUnloading
protected virtual void OnChunkUnloading(in ChunkContext chunk);The chunk is about to be destroyed, with everything under its root. Only override to release things kept elsewhere.
ScopePose
Where a drawn scope stands against the anchor, the scope whose frame the local view's frame resolves to (docs/portals.md D40, Portals.Anchor): the composition, in double and about the faces, of the link poses along the portals from the a...
ChunkContext
What a game is told about one chunk of a chunked world.