1 | initial version |
You can register to the add entity event, and do the initialization asynchronously.
event::ConnectionPtr add_entity_connection = event::Events::ConnectAddEntity(
std::bind(&MyWorldPlugin::addEntityEventCallback, this, std::placeholders::_1));
void MyWorldPlugin::addEntityEventCallback(const std::string &name) {
// Check entity name...
// Trigger initialization...
}