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        <description>ECS Core Architectural Overview

The Core Architecture defines and enforces clean separation between the following architectural layers:

* Data Model

	*  Static State
		*  Entity Static Data
		*  Component Static Data 
		*  System Static Data

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TransformRotationChangedTopic
Type  Topic Payload  ValueChangedMessage&lt;Quaternion&gt; Broadcaster  ITransformComponent 
This topic is broadcast from the TransformComponent of an Entity whenever the transform's Rotation value changes. The payload carries two Quaternion values.</description>
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TransformPositionChangedTopic
Type  Topic Payload  ValueChangedMessage&lt;Vector3&gt; Broadcaster  ITransformComponent 
This topic is broadcast from the TransformComponent of an Entity whenever the transform's Position value changes. The payload carries two Vector3 values. Before</description>
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TransformParentChangedTopic
Type  Topic Payload  ValueChangedMessage&lt;IEntity?&gt; Broadcaster  ITransformComponent 
This topic is broadcast from the TransformComponent of an Entity whenever the transform's Parent value changes. The payload carries two IEntity values. Before is the previous Parent</description>
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TransformIsVisibleSelfChangedTopic
Type  Topic Payload  EmptyMessage Broadcaster  ITransformComponent 
This topic is broadcast from the TransformComponent of an Entity whenever the transform's IsVisibleSelf value changes. If this change also modifies the transform's IsVisible value, the</description>
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TransformIsVisibleChangedTopic
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TransformChildrenUpdatedTopic
Type  Topic Payload  EmptyMessage Broadcaster  ITransformComponent 
This topic is broadcast from the TransformComponent of an Entity whenever the transform's Position or Rotation value changes. If a transform contains child entities, their positions and rotations are also modified along with the parent's, and this broadcast is used to trigger lookups on a transform's children and their new values.</description>
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TransformChildrenChangedTopic
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EntityDestroyedTopic
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EntityCreatedTopic
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This topic is broadcast from the ISaveGameService when a save file begins serializing the current game state into a save file. The architecture of the services makes it possible to only serialize the Chunks that are currently active in memory, without modifying other already serialized Chunks. The payload's …</description>
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SaveFileSerializationCompleteAsyncTopic
Type  AsyncTopic Payload  ValueMessage&lt;string, Chunk[]&gt; Broadcaster  ISaveGameService 
This topic is broadcast from the ISaveGameService when a save file completes serializing the current game state into a save file. The architecture of the services makes it possible to only serialize the Chunks that are currently active in memory, without modifying other already serialized Chunks. The payload's val…</description>
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SaveFileLoadRequestedAsyncTopic
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This topic is broadcast from the ISaveGameService when a save file begins deserializing into memory. The payload's value carries the path of the save file on disk. This is an Async Topic whose callbacks can be long running Tasks. The service will await for all listeners to complete executing their callbacks before resuming the ope…</description>
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SaveFileLoadCompleteAsyncTopic
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This topic is broadcast from the ISaveGameService when a save file completely finishes deserializing into memory. The payload's value carries the path of the save file on disk. This is an Async Topic whose callbacks can be long running Tasks. The service will await for all listeners to complete executing their callbacks before resu…</description>
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SavedChunkLoadRequestedAsyncTopic
Type  AsyncTopic Payload  ValueMessage&lt;Chunk&gt; Broadcaster  ISaveGameService 
This topic is broadcast from the ISaveGameService when a Chunk begins deserializing from a save file. The payload's value carries the Chunk that is about to deserialize. When loading a save file with multiple serialized Chunks, this topic is broadcast at the beginning of each Chunk's deserialization individually. This is an Async…</description>
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