applyDeferred
SourceApplies every command queued so far, including commands queued by earlier schedule runs.
Runtime
Explicit schedule construction and visibility boundaries.
Authoring-time structure is validated once, then schedules carry only their normalized steps, systems, and nominal requirement union.
Steps run in authored order. when(conditions, ...entries) gates a whole group of systems on run conditions at once. Marker steps are the only way queued structural work is applied, and nothing is flushed implicitly when a schedule ends:
Reads need no marker. Change detection (added, changed, removed and despawned reads), events, transition events, and relation failures are per-reader streams: each system sees what was published since its own previous run, once, in order. Removed/despawned records, events, transition events, and relation failures are kept until every system that reads them has run, so schedules may be ticked at different rates.
Applies every command queued so far, including commands queued by earlier schedule runs.
transitionsapplyStateTransitionsScheduleBuilds one schedule from systems, marker steps, and nested schedules.
makeBuilds one schedule for a known schema.
whenBuilds one schedule whose systems run only while every condition passes, in addition to their own when conditions: the group equivalent of a system's when, for gating many systems on one mode (playing, paused, a hit-stop) without repeating it on each.
isSystemStepApplies every command queued so far, including commands queued by earlier schedule runs.
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Builds one schedule from systems, marker steps, and nested schedules.
Nested schedules are flattened in place, so reusable pieces compose into one ordered step list. The schema is inferred from the first system or nested schedule; Game.Schedule(...) supplies it from the bound game instead, so marker-only schedules are valid there.
Builds one schedule for a known schema.
Builds one schedule whose systems run only while every condition passes, in addition to their own when conditions: the group equivalent of a system's when, for gating many systems on one mode (playing, paused, a hit-stop) without repeating it on each.
Conditions gate every system in entries, nested schedules included. Marker steps (applyDeferred, applyStateTransitions) in the group still run. A gated system is the same system as far as the runtime is concerned: it shares change detection and event cursors with the original and with any other gated copy, so using one system in two groups of one schedule is a duplicate like any other.
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