一键导入
bl-core-lifecycle
Use for BovineLabs Core initialization or destruction lifecycles, lifecycle groups, ordering, authoring, or world startup and shutdown issues.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
菜单
Use for BovineLabs Core initialization or destruction lifecycles, lifecycle groups, ordering, authoring, or world startup and shutdown issues.
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Use for BovineLabs Core ConfigVars, manager initialization, runtime values, editor bindings, or config-variable debugging.
Use for BovineLabs Core IEntityCommands wrappers across bakers, command buffers, parallel jobs, tests, shared components, or entity mutations.
Use for BovineLabs Core custom inspectors or property drawers, prefab override handling, serialized-property editing, or inspector debugging.
Use for BovineLabs Core ObjectId definitions, registries, groups, auto-id or autoref, lookup baking, runtime lookup, or world object registry behavior.
Use for BovineLabs Core pause modes, pause markers, pause-aware groups, transitions, or systems that must continue or stop while paused.
Use for BovineLabs Core settings assets, SettingsUtility retrieval, world-targeted settings, baking, or missing and duplicate settings issues.
| name | bl-core-lifecycle |
| description | Use for BovineLabs Core initialization or destruction lifecycles, lifecycle groups, ordering, authoring, or world startup and shutdown issues. |
Resolve Core source from Packages/com.bovinelabs.core or its exact Library/PackageCache entry. Prefer lifecycle components and groups over ad hoc initialization or destruction.
Documentation~/LifeCycle.mdBovineLabs.Core.Extensions.Authoring/LifeCycle/LifeCycleAuthoring.csBovineLabs.Core.Extensions/LifeCycle/InitializeEntity.csBovineLabs.Core.Extensions/LifeCycle/InitializeSubSceneEntity.csBovineLabs.Core.Extensions/LifeCycle/DestroyEntity.csBovineLabs.Core.Extensions/LifeCycle/InitializeSystemGroup.csBovineLabs.Core.Extensions/LifeCycle/SceneInitializeSystem.csBovineLabs.Core.Extensions/LifeCycle/InitializeEntitySystem.csBovineLabs.Core.Extensions/LifeCycle/DestroySystemGroup.csBovineLabs.Core.Extensions/LifeCycle/DestroyOnDestroySystem.csBovineLabs.Core.Extensions/LifeCycle/DestroyOnSubSceneUnloadSystem.csBovineLabs.Core.Extensions/LifeCycle/DestroyEntitySystem.csBovineLabs.Core.Extensions/LifeCycle/DestroyTimer.csBovineLabs.Core.Extensions/InstantiateCommandBufferSystem.csBovineLabs.Core.Extensions/LifeCycle/EndInitializeEntityCommandBufferSystem.csBovineLabs.Core.Extensions/LifeCycle/DestroyEntityCommandBufferSystem.csLifeCycleAuthoring to authored entities that must participate in lifecycle phases.LifeCycleAuthoring.AddComponents(IBaker, Entity, bool isPrefab).InitializeEntity (enabled on bake); subscene entities use InitializeSubSceneEntity (enabled on bake).DestroyEntity (default disabled on bake).InitializeSystemGroup.[WithAll(typeof(InitializeEntity))] for prefab-instantiated entities.[WithAll(typeof(InitializeSubSceneEntity))] for opted-in subscene entities.[WithAny(typeof(InitializeEntity), typeof(InitializeSubSceneEntity))] for both.InitializeEntitySystem (order last) disables them after initialize phase.DestroyEntity instead of directly destroying entities.DestroyOnDestroySystem propagates destruction through LinkedEntityGroup hierarchies.DestroyOnSubSceneUnloadSystem enables DestroyEntity for entities in unloading subscenes.DestroyEntitySystem performs final destruction in DestroySystemGroup (order last).DestroyEntitySystem destruction queries.InstantiateCommandBufferSystem.Singleton for instantiation-phase structural work.EndInitializeEntityCommandBufferSystem.Singleton for deferred commands at end of initialize phase.DestroyEntityCommandBufferSystem.Singleton for deferred commands during destroy phase.InitializeSystemGroup and DestroySystemGroup both run in BeforeSceneSystemGroup, after InstantiateCommandBufferSystem.InitializeSystemGroup runs before DestroySystemGroup.SceneInitializeSystem (order first in BeginSimulationSystemGroup) explicitly updates InitializeSystemGroup.PauseGame.PauseAll), InitializeSystemGroup early-outs.DestroyTimer<T> requires sizeof(T) == sizeof(float).destroyTimer.OnCreate(ref state) in system OnCreate.destroyTimer.OnUpdate(ref state) each update to decrement timers and enable DestroyEntity at zero.InitializeSystemGroup.DestroyEntity exists and is enabled.LinkedEntityGroup.DestroyEntity component.DestroyTimer<T>.OnCreate is called.DestroyEntity and belong to the unloading scene section.