@modoki/engine / index / runLateUpdates
Function: runLateUpdates()
runLateUpdates(
world,probe?):void
Run every registered LateUpdate (insertion order). Called by syncBones between bone read-back and write-back. Errors are isolated so one bad system can't break the bridge.
DEV idempotency guard: a LateUpdate runs once per active 3D viewport (so in the editor, with both GameView + SceneView live, twice per frame on the same world). It MUST therefore be a pure function of the read-back pose — running the systems twice on the SAME input must yield the same output. When probe is supplied and import.meta.env.DEV is set, we snapshot the input pose, run, RESET to that input, run again, and compare. Resetting between runs is what lets a documented-valid "clip + relative offset" system pass (it reads the reset pose each time) while a hidden-state accumulator that reads its own previous output is caught (it drifts). The check runs once per distinct system set; it never fires in production.
Parameters
world
World
probe?
IdempotencyProbe
Returns
void