pub struct Update;
Expand description
The schedule that contains any app logic that must run once per render frame.
For most gameplay logic, consider using FixedUpdate
instead.
Examples of systems that should run once per render frame include (but are not limited to):
- UI
- Input handling
- Audio control
See the FixedUpdate
schedule for examples of systems that should not use this schedule.
See the Main
schedule for some details about how schedules are run.
Trait Implementations§
Source§impl ScheduleLabel for Update
impl ScheduleLabel for Update
impl Eq for Update
impl StructuralPartialEq for Update
Auto Trait Implementations§
impl Freeze for Update
impl RefUnwindSafe for Update
impl Send for Update
impl Sync for Update
impl Unpin for Update
impl UnwindSafe for Update
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
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T: Any,
impl<T> Downcast for Twhere
T: Any,
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fn as_any(&self) -> &(dyn Any + 'static)
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Source§fn equivalent(&self, key: &K) -> bool
fn equivalent(&self, key: &K) -> bool
Compare self to
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T: Default,
impl<T> FromWorld for Twhere
T: Default,
Source§fn from_world(_world: &mut World) -> T
fn from_world(_world: &mut World) -> T
Creates Self
using default()
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