protected override void OnCreate()
        {
            base.OnCreate();

            WorldFilter = new PhysicsWorldIndex(1);
            PhysicsData = new PhysicsWorldData(EntityManager, WorldFilter);
        }
        protected override void OnCreate()
        {
            base.OnCreate();

            WorldFilter = new PhysicsWorldIndex(3);
            PhysicsData = new PhysicsWorldData(EntityManager, WorldFilter);


            // Declare read/write access to Server entities' PhysicsColliders
            // Theoretically, colliders we need here (in Server world) could be changed from PhysicsCollider component on any Entity (since colliders are usually shared between entities),
            // but we're assuming that server and client-only bodies don't share colliders and that ghost Main world entities will never be changed (they're just server replicas).
            m_PhysicsColliderQuery = EntityManager.CreateEntityQuery(new EntityQueryDesc
            {
                All = new ComponentType[]
                {
                    typeof(PhysicsCollider),
                    typeof(PhysicsWorldIndex)
                }
            });
            m_PhysicsColliderQuery.SetSharedComponentFilter(WorldFilter);

            // Make sure ServerPhysicsSystemRuntimeData is registered as singleton, so we can use it to control client physics world access
            var runtimeDataEntity = EntityManager.CreateEntity();

            EntityManager.AddComponentData(runtimeDataEntity, new ServerPhysicsSystemRuntimeData());

            m_Stepper = new PhysicsWorldStepper();
        }