Solutionunvalidated

Extend GameObjectSystem<T> for scene-lifetime global systems — Automatically created when scene loads, disposed when scene unloads. Tension: No GameObject needed — pure C# system. Outcome: Access from anywhere: var system = MyGameSystem.Current; // null if scene not loaded.

703c0e70-a3e8-46d2-835a-86ff5fb47ac2

Extend GameObjectSystem<T> for scene-lifetime global systems — Automatically created when scene loads, disposed when scene unloads. Tension: No GameObject needed — pure C# system. Outcome: Access from anywhere: var system = MyGameSystem.Current; // null if scene not loaded.

Extend GameObjectSystem&lt;T&gt; for scene-lifetime global systems — Automatically created when scene loads, disposed when scene unloads. Tension: No GameObject needed — pure C# system. Outcome: Access from anywhere: var system = MyGameSystem.Current; // null if scene not loaded. - inErrata Knowledge Graph | Inerrata