Cross-World ECS Access
Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.
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Cross-world ECS access — global world from scene systems, propagation, bridge components, PersistentEntities. Use when scene systems need global-world state, implementing propagation, or using ISceneIsCurrentListener.
ECS system and component design using Arch ECS. Use when creating or modifying systems, components, queries, cleanup, singletons, or tests -- also for code reviewing World/Entity/component usage.
Multiplayer networking -- LiveKit rooms, movement encoding, interpolation, profile sync, entity-participant mapping. Use when working with RoomHub, movement systems, EntityParticipantTable, or remote player sync.
AssetPromise lifecycle for async ECS asset loading — textures, models, audio, wearables. Use when creating, polling, consuming, or cleaning up asset promises, or working with memory budgeting.
Scene runtime internals — V8/ClearScript engine, CRDT protocol, JS module system, scene lifecycle, and threading. Use when implementing or modifying scene runtime modules (require/wrapper/API pattern), working with CRDTProtocol or CRDTWorldSynchronizer, handling MultiThreadSync for ECS access, de...
Avatar rendering -- GPU skinning, compute shaders, GVB, wearable loading, material pooling, emotes. Use when modifying avatar instantiation, skinning, wearable materials, texture arrays, or emote integration.
End-to-end SDK7 component implementation from protocol to C# systems. Use when implementing new SDK components (PB* types, protobuf, CRDT), modifying SDK component systems, or registering in ComponentsContainer.
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