private UnityInstance() { BurstInit(); m_World = DefaultTinyWorldInitialization.InitializeWorld("main"); DefaultTinyWorldInitialization.InitializeSystems(m_World); m_BootPhase = BootPhase.Booting; m_Environment = m_World.GetOrCreateSystem <TinyEnvironment>(); m_EntityManager = m_World.EntityManager; m_SceneStreamingSystem = m_World.GetExistingSystem <SceneStreamingSystem>(); }
private void LoadStartupScenes(TinyEnvironment environment) { using (var startupScenes = environment.GetConfigBufferData <StartupScenes>().ToNativeArray(Allocator.Temp)) { for (var i = 0; i < startupScenes.Length; ++i) { SceneService.LoadSceneAsync(m_World, startupScenes[i].SceneReference); } } }