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PauseStateFlags

Declaration

public sealed enum Strawberry.Core.PauseStateFlags

Represents a set of independent pause flags for a scene, entity, or component. Supports bitwise operations (FlagsAttribute). Each flag controls a specific event pipeline; setting a flag pauses only that corresponding pipeline.

Remarks: To check if a specific pipeline is paused, use a bitwise AND comparison, e.g., if ((flags & PauseStateFlags.Update) != 0). Combining all flags effectively pauses the entire target.

Members

Name Value Description
None 0 No pause state is active. All update and render pipelines will execute normally.
Render 1 Pauses the rendering pipeline. The target will be skipped during the draw/render pass.
Update 2 Pauses the standard update pipeline (e.g., game logic, AI, animation state machines, and non-physics timers).
FixedUpdate 4 Pauses the fixed-step update pipeline, which is typically used for physics simulations and deterministic logic.

Fields

None static

No pause state is active. All update and render pipelines will execute normally.

PauseStateFlags None = 0

Render static

Pauses the rendering pipeline. The target will be skipped during the draw/render pass.

PauseStateFlags Render = 1

Update static

Pauses the standard update pipeline (e.g., game logic, AI, animation state machines, and non-physics timers).

PauseStateFlags Update = 2

FixedUpdate static

Pauses the fixed-step update pipeline, which is typically used for physics simulations and deterministic logic.

PauseStateFlags FixedUpdate = 4