You could create a different world and manage that yourself how you want it. Or disable the automatic bootstrap of the default world and make that work how you want it.
The default script is a “one fits all” solution, you can get the script from the entities package folder I think and modify that probably. Something along those lines I think
That’s exactly my issue. How do I create a separate World and update it manually, while still maintaining the magical update order (e.g. UpdateAfter/Before )?
Yeah, well, ScriptBehaviourUpdateOrder.UpdatePlayerLoop is the only way to make them tick while doing its update order magic, but that hooks up to one of the update loops ( update, fixed update ).
Wish there was more info on this subject
Do we really have to wait for their FPS networking demo to see how they implemented independent world updates?