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Unloading / Destroying / Stopping Entities Systems Pools

See original GitHub issue

Imagine an app that has a lobby or menu scene and a game scene, the game scene uses Entitas but the lobby does not (and let’s say cannot).
I need to the systems to re-Initialize every time the game scene loads (every time the player goes into the game scene.
What is the ‘correct’ way to do this?
Should just call Pool.pool.DestroyAll and also destroy all the systems by looping over them? or is there a more elegant way of winding things down?

Issue Analytics

  • State:closed
  • Created 7 years ago
  • Comments:5 (2 by maintainers)

github_iconTop GitHub Comments

1reaction
sschmidcommented, Sep 16, 2016

I’ll try to answer soon. In the meantime you can read #82, maybe this contains valuable info already.

0reactions
MoritzVossKingcommented, Nov 10, 2016

I solved this “restart” problem by:

pool.DestroyAllEntities(); pool.ResetCreationIndex(); systems.TearDown();

followed at an appropriate location by

systems.Initialize(); //...

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