protected override void OnCreate() { m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_StepPhysicsWorldSystem = World.GetOrCreateSystem <StepPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_SharedData = SharedData.Create(); }
protected override void OnCreate() { m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_SharedData = SharedData.Create(); #if !ENABLE_UNITY_COLLECTIONS_CHECKS // Calling RequireForUpdate will mean that the system will not be updated if there are no dynamic bodies. // However, if we are performing want collider integrity checks we need the system to run regardless. RequireForUpdate(m_BuildPhysicsWorldSystem.DynamicEntityGroup); #endif }