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Merge pull request #385 from stride3d/Eideren-patch-2
fix: Update a broken link in best-practice.md
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en/manual/scripts/best-practice.md

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@@ -25,7 +25,7 @@ This will set some expectation as to where the system you're building should res
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Some entry and exit points to manage your systems' lifetime:
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- On demand by getting and setting it in the Services
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- System as a [singleton script](#Statics-singletons-and-other-global-like-writes) with the `Start()` and `Cancel()`
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- System as a [singleton script](#statics-singletons-and-other-globals) with the `Start()` and `Cancel()`
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- Through your game's `BeginRun()` and `EndRun()`
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- As a component processor when associated component types are added to the scene
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@@ -246,4 +246,4 @@ One thing you may also consider is whether to simply merge the dependant object
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* [Scheduling and priorities](scheduling-and-priorities.md)
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* [Flexible processors](../engine/entity-component-system/flexible-processing.md)
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* [Custom Assets](custom-assets.md)
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* [Custom Assets](custom-assets.md)

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