Bootstraps, Worlds, and Scenes, oh my!

By default, all systems (without DisableAutoCreateAttribute) get created and added to a default world by the default bootstrap. We can of course change this by disabling this default bootstrap and rolling our own. However, regardless of which bootstrap we use, it seems that the same bootstrap (and thus world setup) will be used for all of our scenes. This led me to the below question.

Is the intention of ECS to create a single (or set of) world(s) that are persistent for the length of the application/game and it’s scenes?

I’m not sure what your question is. You can destroy and create worlds with whatever systems you like whenever you want. You can just destroy and recreate the worlds that contain ‘per scene’ data when leaving/entering a scene or just don’t use scenes at all.

good point… i guess i was just stuck thinking the bootstrap should be the be-all/end-all for world creation.