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

            m_ShapeQuery = EntityManager.CreateEntityQuery(ComponentType.ReadOnly <T>());

            m_BeginColliderConversionSystem = World.GetOrCreateSystem <BeginColliderConversionSystem>();
            m_BuildCompoundsSystem          = World.GetOrCreateSystem <BuildCompoundCollidersConversionSystem>();
            m_EndColliderConversionSystem   = World.GetOrCreateSystem <EndColliderConversionSystem>();

            // A map from leaf shape entities to their respective bodies
            m_AllBodiesByLeaf = new NativeHashMap <Entity, Entity>(16, Allocator.Persistent);

            // A list of inputs gathered from authoring components
            const int defaultShapeCount = 128;

            m_ShapeComputationData = new NativeList <ShapeComputationData>(defaultShapeCount, Allocator.Persistent);

            // Lists to store input data for deferred convex and mesh jobs
            const int defaultPointsPerShape = 1024;

            m_ConvexColliderJobs   = new NativeHashMap <Hash128, ConvexInput>(defaultShapeCount, Allocator.Persistent);
            m_ConvexColliderPoints = new NativeList <float3>(defaultShapeCount * defaultPointsPerShape, Allocator.Persistent);

            m_MeshColliderJobs      = new NativeHashMap <Hash128, MeshInput>(defaultShapeCount, Allocator.Persistent);
            m_MeshColliderVertices  = new NativeList <float3>(defaultShapeCount * defaultPointsPerShape, Allocator.Persistent);
            m_MeshColliderTriangles = new NativeList <int3>(defaultShapeCount * defaultPointsPerShape / 2 / 3, Allocator.Persistent);
        }
 protected override void OnCreate()
 {
     base.OnCreate();
     m_AllLeafCollidersByBody        = new NativeMultiHashMap <Entity, ColliderInstance>(16, Allocator.Persistent);
     m_ChangedLeavesByBody           = new NativeMultiHashMap <Entity, ColliderInstance>(16, Allocator.Persistent);
     m_BeginColliderConversionSystem = World.GetOrCreateSystem <BeginColliderConversionSystem>();
     m_EndColliderConversionSystem   = World.GetOrCreateSystem <EndColliderConversionSystem>();
 }