anchor.diff:          /// Set the current eye size.
           [<FunctionBinding>]
           static member setEyeSize value world =
  -            World.updateGameState (fun layerState -> { layerState with EyeSize = value }) Property? EyeSize world
  +            World.updateGameState (fun gameState -> { gameState with EyeSize = value }) Property? EyeSize world
   
           /// Get the omniscreen, if any.
           [<FunctionBinding>]
  
positive.code:         /// you may be wanting to use the higher-level World.transitionScreen function instead.
          [<FunctionBinding>]
          static member setSelectedScreenOpt value world =
              World.updateGameState (fun layerState -> { layerState with SelectedScreenOpt = value }) Property? SelectedScreenOpt world
  
          /// Get the currently selected screen (failing with an exception if there isn't one).
          [<FunctionBinding>]
  
negative.code:         /// Set the current eye center.
          [<FunctionBinding>]
          static member setEyeCenter value world =
              World.updateGameState (fun gameState -> { gameState with EyeCenter = value }) Property? EyeCenter world
  
          /// Get the current eye size.
          [<FunctionBinding>]
  