Function: createUiWorldSpaceFollowEcsSystem()
createUiWorldSpaceFollowEcsSystem():
EcsSystem<[UiWorldSpaceFollowEcsComponent,PositionEcsComponent]>
Defined in: ui/systems/ui-world-space-follow-system.ts:27
Creates a system that overwrites every UiWorldSpaceFollowEcsComponent
entity's PositionEcsComponent.world with its target's own world
position plus this entity's already-resolved local offset - the world
position only, never the target's rotation or scale, unlike an
ordinary ParentEcsComponent relationship (see that component's own
follow-vs-parent doc comment for why this is a separate mechanism).
Must be registered after createTransformEcsSystem (so target's world
position for this tick is already resolved) - unlike the rest of the UI
pipeline, createUiCanvas does not register this one for you, since its
one dependency runs the opposite direction from every other UI system
(which all run before createTransformEcsSystem). Register it
yourself, once, right after createTransformEcsSystem, for any world
using renderMode: 'worldSpace' canvases that should follow a target.
Returns
EcsSystem<[UiWorldSpaceFollowEcsComponent, PositionEcsComponent]>
The UI world-space follow ECS system.
Throws
An error if a UiWorldSpaceFollowEcsComponent.target has no
PositionEcsComponent.