Nebula
World partition

NebulaWorld

Nebula's floating-origin world state.

generated from the sources
Static class in namespace Nebula · Packages/com.1by3.nebula/Runtime/World/NebulaWorld.cs
public static class NebulaWorld

Nebula's floating-origin world state. A baked world (WorldDefinition + WorldContainerManifest) instantiates the manifest's container tree, streams authored cell scenes, and strips their authoring Container components. A runtime world owns the same origin frame but leaves container registration and procedural content to the game. Both modes keep containers and every entity's cached positions in step with origin shifts. IsActive specifically reports authored scene streaming.

Properties

Manifest

public static WorldContainerManifest Manifest { get; }

Definition

public static WorldDefinition Definition { get; }

Streamer

public static WorldStreamer Streamer { get; }

IsActive

public static bool IsActive { get; }

Root

public static GameObject Root { get; }

Methods

Load

public static void Load(WorldContainerManifest manifest);

Instantiate the manifest and populate ContainerRegistry. Call once at boot, before any role starts.

LoadRuntime

public static void LoadRuntime(WorldDefinition definition);

Replace the current world with a procedural world that supports origin shifts without authored cell scenes. The game registers runtime containers and calls WorldStreamer.ShiftOrigin before local simulation. Definition returns this definition; IsActive remains false because no authored scene loading is active. The definition must not be null.

Unload

public static void Unload();

CellContainer

public static Container CellContainer(Vector3Int cell);

The container spanning cell, or null.

IsContentLoaded

public static bool IsContentLoaded(Container container);

Whether the content of the cell holding container is loaded in this process.

On this page