NebulaWorld
Nebula's floating-origin world state.
Nebula · Packages/com.1by3.nebula/Runtime/World/NebulaWorld.cspublic static class NebulaWorldNebula'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.
NebulaChunks
Reports the runtime chunks available on each role so your game can load their content.
NebulaWorldStreaming
Decides, per role, which cells this process keeps loaded and where the floating origin sits: worker: the cells of every container it leases plus NebulaConfig.WorkerLoadRingCells rings around them so ghosts and boundary physics have the n...