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FramePhase

namespace Griff.Runtime;
public enum FramePhase

The parts of a step of the game (its frame), in the order they run. See Frame for every step in each.

  • Begin = 0: Time moves on, input is read and new scripts start.
  • Logic = 1: Griff’s no-code players, enemies, menus, turns and the like decide what to do.
  • Scripts = 2: Every script’s Update.
  • Simulate = 3: Everything else moves on: boards, attacks, timers, tweens, spawners, animations, particles.
  • Physics = 4: Scripts’ FixedUpdate pushes bodies, then they move and collide.
  • Resolve = 5: What the physics step caused (pickups, damage, doors, switches), then destroys and scene changes.
  • Present = 6: The camera and what’s pinned to it, then lights, weather and sound: what’s seen and heard. Scripts’ LateUpdate runs here, after the camera follows, before screen-pinned things are put in place.
  • End = 7: Sound plays, settings are saved and a network game sends what changed.