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If a world is destroyed and then "destroyed" again after another world has replaced it (occupying the unused world ID), the second world won't actually be able to create entities anymore. It will track its size as if it can, and will create entity objects with the right ids and archetype, but the entities will be evaluated as null. Exceptions won't be thrown until the Entity is accessed in some way.
varworldA=World.Create(); // World A has ID 0 and size 0worldA.Create(); // worldA is now size 1World.Destroy(worldA); // world A is size 0varworldB=World.Create(); // World B has ID 0 and size 0vare0=worldB.Create(0); // world B now has size 1World.Destroy(worldA); // World B still appears to have size 1vare1=worldB.Create(0); // World B has size 2e0.Get<int>(); // This causes a null reference exceptione1.Get<int>(); // This also causes a null reference exception
The text was updated successfully, but these errors were encountered:
If a world is destroyed and then "destroyed" again after another world has replaced it (occupying the unused world ID), the second world won't actually be able to create entities anymore. It will track its size as if it can, and will create entity objects with the right ids and archetype, but the entities will be evaluated as null. Exceptions won't be thrown until the Entity is accessed in some way.
The text was updated successfully, but these errors were encountered: