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const material =newMeshStandardMaterial({ color: 0x00ff00 });
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const mesh =newMesh(geometry, material);
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const entity =world.createTransformEntity(mesh);
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```
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`createTransformEntity` ensures `object3D` is detached when the entity is released.
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`createTransformEntity`is the recommended way to attach Three.js objects to entities. It ensures `object3D` is properly managed and detached when the entity is released.
Copy file name to clipboardExpand all lines: docs/concepts/ecs/index.md
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@@ -13,7 +13,6 @@ This is a practical, from‑zero introduction to Entity‑Component‑System (EC
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-[System](/concepts/ecs/systems)
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-[Queries](/concepts/ecs/queries)
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-[Lifecycle](/concepts/ecs/lifecycle)
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-[Config & Signals](/concepts/ecs/config-signals)
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-[Patterns & Tips](/concepts/ecs/patterns)
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IWSDK’s ECS is powered by the elics runtime. IWSDK layers WebXR, Three.js scene ownership, and convenient helpers on top, but the core mental model is the same.
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-[Queries](/concepts/ecs/queries): live, efficient sets of entities that update automatically as components change. Support complex filtering with value predicates.
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-[Lifecycle](/concepts/ecs/lifecycle): understand when things happen — world boot sequence, system initialization, per-frame execution order, and cleanup.
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-[Config & Signals](/concepts/ecs/config-signals): reactive configuration that allows runtime tuning of system behavior from UI or debugging tools.
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-[Patterns & Tips](/concepts/ecs/patterns): proven composition patterns, performance optimizations, and debugging techniques for production use.
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## Quick start: a complete feature in ~40 lines
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