protected override void OnCreate( ) { m_barrier = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>( ); m_isServer = World.GetExistingSystem <ServerSimulationSystemGroup>( ) != null; m_ghostLookupSystem = World.GetExistingSystem <GhostLookupSystem>( ); m_validSnapshotsThatHaventBeenProcessedYet = new NativeList <PhysicsSnapshotRpc>(32, Allocator.Persistent); }
protected override void OnCreate( ) { m_validatePhysicEntitySnapshots = World.GetExistingSystem <ValidatePhysicEntitySnapshots>( ); m_clientSimulationSystemGroup = World.GetExistingSystem <ClientSimulationSystemGroup>( ); m_serverSimulationSystemGroup = World.GetExistingSystem <ServerSimulationSystemGroup>( ); m_barrier = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>( ); m_ghostLookupSystem = World.GetExistingSystem <GhostLookupSystem>( ); m_isServer = m_serverSimulationSystemGroup != null; }
protected override void OnCreate( ) { m_validatePhysicEntitySnapshots = World.GetExistingSystem <ValidatePhysicEntitySnapshots>( ); m_barrier = World.GetExistingSystem <EndSimulationEntityCommandBufferSystem>( ); m_ghostLookupSystem = World.GetExistingSystem <GhostLookupSystem>( ); }