Best Practice #1966
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The window may not exist before the call to |
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the big difference to the 2 approaches is how the settings are added. With the second option you dont need to remember to add a component somewhere in your scene. You can register a service to the Game so that something similar to the processor is still accessible and it will just be done for you regardless of scene changes.
then you can access those settings with EntityProcessors for this would probably be overkill but it will work just fine AFAIK. |
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Thanks for the replies. I'll have a play around with the second approach. |
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Works well. So the idea of services is a scene independant method of persisting application wide data/functionality? I guess the biggest challenge for me with Stride (apart from being able to create a new project) has been understanding the philosophy behind the architecture. Seems very flexible but is something I need to understand how to use to best advantage. |
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Hi All, Just to say I'm enjoying my time with Stride, great flexibility but a lot to learn. I have a question about best practice. I'm playing around with settings, startup and the processor concept which I guess is the S part of ECS? I'm adding and retrieving to the game settings to set up screen preferences. I have this code in a SystemSettingsProcessor:
the component I add to a Boot entity in the editor.
My question is is this sort of configuration better done here:
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