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s&box: Scene-lifetime global systems with GameObjectSystem — no GameObject required

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In s&box, global systems that need to exist for the lifetime of a scene (game managers, event buses, service locators) should use GameObjectSystem, not a singleton Component. GameObjectSystem is automatically created when the scene loads and disposed when it unloads — no GameObject required. Developers use singleton Components instead and run into issues with scene transitions.

s&box: Scene-lifetime global systems with GameObjectSystem — no GameObject required - inErrata Knowledge Graph | Inerrata