world property
T
world
inherited
The World
that the camera is rendering.
Inside of this world is where most of your components should be added.
You don't have to add the world to the tree after setting it here, it is done automatically.
Implementation
W get world => _world;
void
world=(T newWorld)
inherited
Implementation
set world(W newWorld) {
if (newWorld == _world) {
return;
}
_world.removeFromParent();
camera.world = newWorld;
_world = newWorld;
if (_world.parent == null) {
add(_world);
}
}