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computeStreaming

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computeStreaming(cells, focusX, focusY, loadRadius, unloadRadius, active, focusZ?): StreamDecision

Defined in: scene/sceneStreaming.ts:45

Decide which cells cross the load/unload thresholds this tick. A cell becomes active when its edge is within loadRadius; an active cell deactivates only once its edge passes unloadRadius (hysteresis). Cells inside the band keep their current state. Pure.

A cell is a sphere, not a circle: measuring in two axes makes every floor of a tower the same place, so a world stacked in depth holds all of it resident at once. Both z default to 0, which is where a flat game’s cells and focus are — the third term vanishes and the answer is the plane one.

readonly StreamCell[]

number

number

number

number

ReadonlySet<string>

number = 0

StreamDecision