38 lines
1.4 KiB
Markdown
38 lines
1.4 KiB
Markdown
---
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id: phase-lateupdate
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name: LateUpdate
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category: phases
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kind: phase
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tokens: LateUpdate
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sig: phase LateUpdate
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tip: Runs each frame after Update and before Render.
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order: 4
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---
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<code>LateUpdate</code> runs once per frame, after every <code>Update</code> handler has finished and just before <code>Render</code>. Use it for logic that must observe the <b>settled</b> result of this frame's updates: following the camera to the player's new position, resolving queued despawns, or any end-of-step cleanup that would be wrong to do while other <code>Update</code> handlers are still moving models. The full per-frame order the engine runs is <code>Input</code> → <code>FixedUpdate</code> → <code>Update</code> → <code>LateUpdate</code> → <code>Render</code>, with <code>Start</code> running once at boot before any of them.
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```ludic
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program FollowCamera {
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property Position { column: int = 0, row: int = 0 }
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model Player { Position }
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state FollowCameraState {
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camera_column: int = 0
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}
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handler SpawnPlayer phase Start {
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spawn Player { Position { column: 12, row: 0 } }
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}
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@Queries(these: [Position])
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handler MovePlayer phase Update {
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Position.column = Position.column + 1
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}
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# runs after MovePlayer, so the camera sees the final position
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@Queries(these: [Position])
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handler TrackPlayer(follow_camera_st: mut FollowCameraState) phase LateUpdate {
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follow_camera_st.camera_column = Position.column
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}
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}
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```
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