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);
  }
}