RoomGraph and WorldRoomDefinition resources describe room connections. A destination room is staged for a sliding transition, then the outgoing room is freed. Stable IDs preserve enemy and interactable state across loads. The system supports backgrounds, TileMaps, overlays, and pixel props with separate filtering for HD and pixel art. Combat keeps its owning room loaded; diagnostics and an editor graph view were also described.
Room Streaming with Persistent State
The room system loads the active and destination rooms rather than the entire world.