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bl-core-pause
Use for BovineLabs Core pause modes, pause markers, pause-aware groups, transitions, or systems that must continue or stop while paused.
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。
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Use for BovineLabs Core pause modes, pause markers, pause-aware groups, transitions, or systems that must continue or stop while paused.
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 initialization or destruction lifecycles, lifecycle groups, ordering, authoring, or world startup and shutdown issues.
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 settings assets, SettingsUtility retrieval, world-targeted settings, baking, or missing and duplicate settings issues.
| name | bl-core-pause |
| description | Use for BovineLabs Core pause modes, pause markers, pause-aware groups, transitions, or systems that must continue or stop while paused. |
Resolve Core source from Packages/com.bovinelabs.core or its exact Library/PackageCache entry. Choose group placement first, then pause markers.
Use these sources when the task needs exact behavior:
Documentation~/Pause.mdBovineLabs.Core.Extensions/Pause/PauseGame.csBovineLabs.Core.Extensions/Pause/PauseUtility.csBovineLabs.Core.Extensions/Pause/PauseRateManager.csBovineLabs.Core.Extensions/Pause/PauseLimitSystem.csBovineLabs.Core/Pause/IUpdateWhilePaused.csBovineLabs.Core/Pause/IDisableWhilePaused.csPauseGame is the world-level pause switch.
PauseGame.Pause(ref state, pauseAll: false) is normal gameplay pause.PauseGame.Pause(ref state, pauseAll: true) is full bootstrap/loading pause.PauseGame.Unpause(ref state) resumes updates.PauseGame.IsPaused(ref state) checks current state.Do not add ad hoc "paused" singletons or custom root-group disabling when the built-in pause flow already covers the case.
PauseGame.Pause always updates the component even if the world is already paused, so switching between pause modes is valid.
Prefer these on your own systems and groups:
IUpdateWhilePaused: the system must continue updating during both pause modes.IDisableWhilePaused: the root system group should stop during normal pause.This repo already uses these patterns:
BLSimulationSystemGroup implements IDisableWhilePaused.SingletonInitializeSystemGroup, SceneInitializeSystem, and several UI/input groups implement IUpdateWhilePaused.If you own the code, add the interface instead of editing PauseUtility.
PauseUtilityUse PauseUtility.UpdateWhilePaused or PauseUtility.DisableWhilePaused only for systems you do not control cleanly, such as third-party or awkward root-group cases.
Do not use these static sets as the default policy for first-party code.
BLSimulationSystemGroup is disabled during normal pause unless a child system is explicitly allowed to update while paused.BLSimulationSystemGroup is the simplest choice.IUpdateWhilePaused.Choose group placement first, then pause markers.
PauseRateManager freezes world elapsed time while paused to avoid catch-up spikes on resume.
Do not add manual time rewinds, elapsed-time resets, or special "skip first frame after unpause" code unless you have verified a real bug.
PauseGame.Pause(ref state, true) while required work finishes.PauseGame.Unpause(ref state) once the blocking condition is gone.IUpdateWhilePaused.PauseUtility.UpdateWhilePaused for external systems.BLSimulationSystemGroup or implement IDisableWhilePaused on the root group.pauseAll was set to true.IUpdateWhilePaused.BLSimulationSystemGroup or otherwise implements IDisableWhilePaused.