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Putting enabled filter in the query method doesn't seem to stop entities from being processed. #105
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csprance
CrazyIvanTR
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No this is a bug |
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Yes please, open an issue and I'll poke at it soon if no one else gets to it
Chris Sprance
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…On Sun, May 17, 2026, 1:47 PM Seçkin Ozan Uyan ***@***.***> wrote:
should I open an issue or do anything else about this? I'm going to just
use the execute function for now instead of using the query function
override.
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I'm trying to get entities to stop being processed. Disabling the entity doesn't seem to work, they still get pulled into queries. Specifying .enabled() on the queries (anywhere) doesn't seem to make any difference as well.
ECS.world.disable_entities(entities_to_remove)
I have confirmed that using this I'm actually disabling the entities (enabled property is false). Entities inherit the process mode from upper nodes and I tried setting it to other modes as well. Even when I set the process mode on the entity itself to Disabled, it'll still get processed by the systems. If it matters, all my systems are under gameplay group.
While I was writing the above paragraph I investigated a bit more and I think I got a pretty reproducible thing.
For reference this doesn't process disabled entities (just edited to provide an example):
this still processes disabled entities:
My question is, is this by design? Since all the examples shown in the readmes seem to suggest using the query builder once to build a query in the query method of the system and then leaving it to the system to execute it every frame, I'm pretty confused.
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