public void Update()
        {
            if (this.world == null)
            {
                // Initialize world with 0.033 time step
                WorldUtilities.CreateWorld <TState>(ref this.world, 0.033f);
                {
                    #if FPS_MODULE_SUPPORT
                    this.world.AddModule <FPSModule>();
                    #endif
                    this.world.AddModule <StatesHistoryModule>();
                    this.world.AddModule <NetworkModule>();

                    // Add your custom modules here

                    // Create new state
                    this.world.SetState <TState>(WorldUtilities.CreateState <TState>());
                    ComponentsInitializer.DoInit();
                    this.Initialize(this.world);

                    // Add your custom systems here
                }
                // Save initialization state
                this.world.SaveResetState <TState>();
            }

            if (this.world != null)
            {
                var dt = Time.deltaTime;
                this.world.PreUpdate(dt);
                this.world.Update(dt);
            }
        }
        private void CreateWorld()
        {
            // Initialize world with 0.033 time step
            WorldUtilities.CreateWorld <TState>(ref _world, 0.033f);
            {
#if FPS_MODULE_SUPPORT
                this.world.AddModule <FPSModule>();
#endif
                _world.AddModule <StatesHistoryModule>();
                _world.AddModule <NetworkModule>();

                // Add your custom modules here

                // Create new state
                _world.SetState <TState>(WorldUtilities.CreateState <TState>());
                ComponentsInitializer.DoInit();
                Initialize(_world);
                _world.SetSeed((uint)1);
                // Add your custom systems here
            }
            // Save initialization state
            _world.SaveResetState <TState>();
        }