@modoki/engine / index / runPipeline
Function: runPipeline()
runPipeline(
world):void
Run all registered systems in priority order. Called once per frame.
When the simulation is not running (editor Stopped / Paused), skip the simulation tiers — TIME (0), GAME (100), ANIMATION (150) — so game time freezes and game logic stays inert. Transform propagation (200+) and projections (300) still run so inspector/gizmo edits reflect immediately.
Parameters
world
World
Returns
void