protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        var generatorPositions = _forceGeneratorsQuery.ToComponentDataArray <LocalToWorld>(Allocator.TempJob);
        var generatorForces    = _forceGeneratorsQuery.ToComponentDataArray <ForceGenerator>(Allocator.TempJob);

        ForceInfluenceJob job = new ForceInfluenceJob {
            generatorPositions = generatorPositions,
            generatorForces    = generatorForces,
            generatorCount     = generatorPositions.Length
        };

        JobHandle jobHandle = job.Schedule(_physicalQuery, inputDeps);

        return(jobHandle);
    }
    protected override JobHandle OnUpdate(JobHandle inputDeps)
    {
        if (forceRecievers.Length == 0 || forceGenerators.Length == 0)
        {
            return(inputDeps);
        }

        ForceInfluenceJob job = new ForceInfluenceJob {
            recieverPhysicals  = forceRecievers.physical,
            recieverPositions  = forceRecievers.position,
            generatorPositions = forceGenerators.position,
            generatorForces    = forceGenerators.forceGenerator,
            generatorCount     = forceGenerators.Length
        };

        JobHandle jobHandle = job.Schedule(forceRecievers.Length, 64, inputDeps);

        return(jobHandle);
    }