Switch scenes¶
From Lua:
The switch happens at the end of the frame, after destruction is flushed. In multiplayer,
only the server's Scene.load counts; clients ignore their own calls and follow the server.
From C++, use the SceneManager resource:
auto& scenes = registry.GetResource<Engine::SceneManager>();
scenes.RequestScene("levels/Level2.scene");
ClearEntities() removes all entities and restarts ids at 1, while keeping component types,
systems, and resources registered.
See Engine → Application and Lua → Time, Scene, Log.