35 if (!bEnableFixedUpdate)
return;
virtual void Update(float deltaTime)=0
Advances all active, root-level objects by deltaTime, then steps lighting and physics.
virtual void FixedUpdate(float fixedDeltaTime)
Advances all active, root-level objects on the fixed timestep.
const std::string & GetName() const
virtual bool Initialize()
Runs once before the scene's first Begin()/Update().
virtual void Begin()=0
Activates every owned object; runs once after Initialize().
virtual void LateUpdate(float deltaTime)
Advances all active, root-level objects after the main Update pass.
void Begin() override
Activates every owned object; runs once after Initialize().
void OnDeactivate() override
Override for logic that should run when the scene stops being active.
void FixedUpdate(float fixedDeltaTime) override
Advances all active, root-level objects on the fixed timestep.
void OnLoad() override
Override to load scene-specific assets; called once from Load().
void Update(float deltaTime) override
Advances all active, root-level objects by deltaTime, then steps lighting and physics.
void OnUnload() override
Override to release scene-specific assets; called from Unload().
void OnActivate() override
Override for logic that should run when the scene becomes active.
bool Initialize() override
Runs once before the scene's first Begin()/Update().
void LateUpdate(float deltaTime) override
Advances all active, root-level objects after the main Update pass.
Root namespace for everything the engine exposes.