/// <summary>
        /// Initialize the ComponentSystems. See <see cref="Initialize"/> for use.
        /// </summary>
        public static void InitializeSystems(World world)
        {
            var allSystemTypes = TypeManager.GetSystems();
            var allSystemNames = TypeManager.SystemNames;

            if (allSystemTypes.Length == 0)
            {
                throw new InvalidOperationException("DefaultTinyWorldInitialization: No Systems found.");
            }

            // Create top level presentation system and simulation systems.
            InitializationSystemGroup initializationSystemGroup = new InitializationSystemGroup();

            world.AddSystem(initializationSystemGroup);

            SimulationSystemGroup simulationSystemGroup = new SimulationSystemGroup();

            world.AddSystem(simulationSystemGroup);

            PresentationSystemGroup presentationSystemGroup = new PresentationSystemGroup();

            world.AddSystem(presentationSystemGroup);

            // Create the working set of systems.
#if WRITE_LOG
            Console.WriteLine("--- Adding systems:");
#endif

            for (int i = 0; i < allSystemTypes.Length; i++)
            {
                if (TypeManager.GetSystemAttributes(allSystemTypes[i], typeof(DisableAutoCreationAttribute)).Length > 0)
                {
                    continue;
                }
                if (allSystemTypes[i] == initializationSystemGroup.GetType() ||
                    allSystemTypes[i] == simulationSystemGroup.GetType() ||
                    allSystemTypes[i] == presentationSystemGroup.GetType())
                {
                    continue;
                }

                // Subtle issue. If the System was created by GetOrCreateSystem at the "right" time
                // before its own initialization, then it will exist. GetExistingSystem will return a valid
                // object. BUT, that object will not have been put into a SystemGroup.
                var sys = world.GetExistingSystem(allSystemTypes[i]);
                if (sys != null)
                {
                    AddSystemToGroup(world, sys);
                    continue;
                }

#if WRITE_LOG
                Console.WriteLine(allSystemNames[i]);
#endif
                AddSystem(world, TypeManager.ConstructSystem(allSystemTypes[i]));
            }
        }
        public static void InitializeSystems(World world)
        {
            var allSystemTypes = TypeManager.GetSystems();
            var allSystemNames = TypeManager.SystemNames;

            if (allSystemTypes.Length == 0)
            {
                throw new InvalidOperationException("DefaultTinyWorldInitialization: No Systems found.");
            }

            // Create top level presentation system and simulation systems.
            InitializationSystemGroup initializationSystemGroup = new InitializationSystemGroup();

            world.AddSystem(initializationSystemGroup);

            SimulationSystemGroup simulationSystemGroup = new SimulationSystemGroup();

            world.AddSystem(simulationSystemGroup);

            PresentationSystemGroup presentationSystemGroup = new PresentationSystemGroup();

            world.AddSystem(presentationSystemGroup);

            // Create the working set of systems.
#if WRITE_LOG
            Console.WriteLine("--- Adding systems:");
#endif

            for (int i = 0; i < allSystemTypes.Length; i++)
            {
                if (TypeManager.GetSystemAttributes(allSystemTypes[i], typeof(DisableAutoCreationAttribute)).Length > 0)
                {
                    continue;
                }
                if (allSystemTypes[i] == initializationSystemGroup.GetType() ||
                    allSystemTypes[i] == simulationSystemGroup.GetType() ||
                    allSystemTypes[i] == presentationSystemGroup.GetType())
                {
                    continue;
                }

                if (world.GetExistingSystem(allSystemTypes[i]) != null)
                {
                    continue;
                }

#if WRITE_LOG
                Console.WriteLine(allSystemNames[i]);
#endif
                AddSystem(world, TypeManager.ConstructSystem(allSystemTypes[i]));
            }
        }
Esempio n. 3
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        public void Update()
        {
            InitializationSystemGroup initializationSystemGroup =
                GetExistingSystem(typeof(InitializationSystemGroup)) as InitializationSystemGroup;
            SimulationSystemGroup simulationSystemGroup =
                GetExistingSystem(typeof(SimulationSystemGroup)) as SimulationSystemGroup;
            PresentationSystemGroup presentationSystemGroup =
                GetExistingSystem(typeof(PresentationSystemGroup)) as PresentationSystemGroup;

            initializationSystemGroup?.Update();
            simulationSystemGroup?.Update();
            presentationSystemGroup?.Update();
        }
Esempio n. 4
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        public void Update()
        {
            InitializationSystemGroup initializationSystemGroup =
                GetExistingSystem(typeof(InitializationSystemGroup)) as InitializationSystemGroup;
            SimulationSystemGroup simulationSystemGroup =
                GetExistingSystem(typeof(SimulationSystemGroup)) as SimulationSystemGroup;
            PresentationSystemGroup presentationSystemGroup =
                GetExistingSystem(typeof(PresentationSystemGroup)) as PresentationSystemGroup;

            initializationSystemGroup?.Update();
            simulationSystemGroup?.Update();
            presentationSystemGroup?.Update();

            Assert.IsTrue(EntityManager.GetBuffer <WorldTimeQueue>(TimeSingleton).Length == 0, "PushTimeData without matching PopTimedata");
        }
Esempio n. 5
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        /// <summary>
        /// Initialize the ComponentSystems. See <see cref="Initialize"/> for use.
        /// </summary>
        public static void InitializeSystems(World world)
        {
            var allSystemTypes = TypeManager.GetSystems();

            if (allSystemTypes.Length == 0)
            {
                throw new InvalidOperationException("DefaultTinyWorldInitialization: No Systems found.");
            }

            // Create top level presentation system and simulation systems.
            InitializationSystemGroup initializationSystemGroup = new InitializationSystemGroup();

            world.AddSystem(initializationSystemGroup);

            SimulationSystemGroup simulationSystemGroup = new SimulationSystemGroup();

            world.AddSystem(simulationSystemGroup);

            PresentationSystemGroup presentationSystemGroup = new PresentationSystemGroup();

            world.AddSystem(presentationSystemGroup);

            // Create the working set of systems.
            // The full set of Systems must be created (and initialized with the World) before
            // they can be placed into SystemGroup. Else you get the problem that a System may
            // be put into a SystemGroup that hasn't been created.
            IterateAllAutoSystems(world, (World w, Type systemType) =>
            {
                // Need the if check because game/test code may have auto-constructed a System already.
                if (world.GetExistingSystem(systemType) == null)
                {
                    AddSystem(world, TypeManager.ConstructSystem(systemType), false);
                }
            });

            IterateAllAutoSystems(world, (World w, Type systemType) =>
            {
                AddSystemToGroup(world, world.GetExistingSystem(systemType));
            });
        }
Esempio n. 6
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        static void IterateAllAutoSystems(World world, Action <World, Type> Action)
        {
            InitializationSystemGroup initializationSystemGroup = world.GetExistingSystem <InitializationSystemGroup>();
            SimulationSystemGroup     simulationSystemGroup     = world.GetExistingSystem <SimulationSystemGroup>();
            PresentationSystemGroup   presentationSystemGroup   = world.GetExistingSystem <PresentationSystemGroup>();

            foreach (var systemType in TypeManager.GetSystems())
            {
                if (TypeManager.GetSystemAttributes(systemType, typeof(DisableAutoCreationAttribute)).Length > 0)
                {
                    continue;
                }
                if (systemType == initializationSystemGroup.GetType() ||
                    systemType == simulationSystemGroup.GetType() ||
                    systemType == presentationSystemGroup.GetType())
                {
                    continue;
                }

                Action(world, systemType);
            }
        }
        public static void Initialize(string worldName, bool editorWorld)
        {
            // Register hybrid injection hooks
            #pragma warning disable 0618
            InjectionHookSupport.RegisterHook(new GameObjectArrayInjectionHook());
            InjectionHookSupport.RegisterHook(new TransformAccessArrayInjectionHook());
            InjectionHookSupport.RegisterHook(new ComponentArrayInjectionHook());
            #pragma warning restore 0618

            PlayerLoopManager.RegisterDomainUnload(DomainUnloadShutdown, 10000);

            var world = new World(worldName);
            World.Active = world;
            var systems = GetAllSystems(WorldSystemFilterFlags.Default);
            if (systems == null)
            {
                world.Dispose();
                if (World.Active == world)
                {
                    World.Active = null;
                }
                return;
            }

            // create presentation system and simulation system
            InitializationSystemGroup initializationSystemGroup = world.GetOrCreateManager <InitializationSystemGroup>();
            SimulationSystemGroup     simulationSystemGroup     = world.GetOrCreateManager <SimulationSystemGroup>();
            PresentationSystemGroup   presentationSystemGroup   = world.GetOrCreateManager <PresentationSystemGroup>();
            // Add systems to their groups, based on the [UpdateInGroup] attribute.
            foreach (var type in systems)
            {
                // Skip the built-in root-level systems
                if (type == typeof(InitializationSystemGroup) ||
                    type == typeof(SimulationSystemGroup) ||
                    type == typeof(PresentationSystemGroup))
                {
                    continue;
                }
                if (editorWorld)
                {
                    if (Attribute.IsDefined(type, typeof(ExecuteInEditMode)))
                    {
                        Debug.LogError(
                            $"{type} is decorated with {typeof(ExecuteInEditMode)}. Support for this attribute will be deprecated. Please use {typeof(ExecuteAlways)} instead.");
                    }
                    if (!Attribute.IsDefined(type, typeof(ExecuteAlways)))
                    {
                        continue;
                    }
                }

                var groups = type.GetCustomAttributes(typeof(UpdateInGroupAttribute), true);
                if (groups.Length == 0)
                {
                    simulationSystemGroup.AddSystemToUpdateList(GetOrCreateManagerAndLogException(world, type) as ComponentSystemBase);
                }

                foreach (var g in groups)
                {
                    var group = g as UpdateInGroupAttribute;
                    if (group == null)
                    {
                        continue;
                    }

                    if (!(typeof(ComponentSystemGroup)).IsAssignableFrom(group.GroupType))
                    {
                        Debug.LogError($"Invalid [UpdateInGroup] attribute for {type}: {group.GroupType} must be derived from ComponentSystemGroup.");
                        continue;
                    }

                    var groupMgr = GetOrCreateManagerAndLogException(world, group.GroupType);
                    if (groupMgr == null)
                    {
                        Debug.LogWarning(
                            $"Skipping creation of {type} due to errors creating the group {group.GroupType}. Fix these errors before continuing.");
                        continue;
                    }
                    var groupSys = groupMgr as ComponentSystemGroup;
                    if (groupSys != null)
                    {
                        groupSys.AddSystemToUpdateList(GetOrCreateManagerAndLogException(world, type) as ComponentSystemBase);
                    }
                }
            }

            // Update player loop
            initializationSystemGroup.SortSystemUpdateList();
            simulationSystemGroup.SortSystemUpdateList();
            presentationSystemGroup.SortSystemUpdateList();
            ScriptBehaviourUpdateOrder.UpdatePlayerLoop(world);
        }
Esempio n. 8
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        public static void InitializeSystems(World world)
        {
            var allSystemTypes = TypeManager.GetSystems();
            var allSystemNames = TypeManager.SystemNames;

            if (allSystemTypes.Length == 0)
            {
                throw new InvalidOperationException("DefaultTinyWorldInitialization: No Systems found.");
            }

            // Create top level presentation system and simulation systems.
            InitializationSystemGroup initializationSystemGroup = new InitializationSystemGroup();

            world.AddManager(initializationSystemGroup);

            SimulationSystemGroup simulationSystemGroup = new SimulationSystemGroup();

            world.AddManager(simulationSystemGroup);

            PresentationSystemGroup presentationSystemGroup = new PresentationSystemGroup();

            world.AddManager(presentationSystemGroup);

            // Create the working set of systems.
            int nSystems = 0;

            Type[]            systemTypes = new Type[allSystemTypes.Length];
            ComponentSystem[] systems     = new ComponentSystem[allSystemTypes.Length];

#if WRITE_LOG
            Console.WriteLine("--- Adding systems:");
#endif

            for (int i = 0; i < allSystemTypes.Length; i++)
            {
                if (TypeManager.GetSystemAttributes(allSystemTypes[i], typeof(DisableAutoCreationAttribute)).Length > 0)
                {
                    continue;
                }
                if (allSystemTypes[i] == initializationSystemGroup.GetType() ||
                    allSystemTypes[i] == simulationSystemGroup.GetType() ||
                    allSystemTypes[i] == presentationSystemGroup.GetType())
                {
                    continue;
                }

                if (world.GetExistingManager(allSystemTypes[i]) != null)
                {
                    continue;
                }
#if WRITE_LOG
                Console.WriteLine(allSystemNames[i]);
#endif
                systemTypes[nSystems] = allSystemTypes[i];
                systems[nSystems]     = TypeManager.ConstructSystem(allSystemTypes[i]);
                world.AddManager(systems[nSystems]);
                nSystems++;
            }
#if WRITE_LOG
            Console.WriteLine("--- Adding systems Done.");
#endif

            for (int i = 0; i < nSystems; ++i)
            {
                var sysType = systemTypes[i];
                var system  = systems[i];

                var groups = TypeManager.GetSystemAttributes(sysType, typeof(UpdateInGroupAttribute));
                if (groups.Length == 0)
                {
                    simulationSystemGroup.AddSystemToUpdateList(system);
                }

                for (int g = 0; g < groups.Length; ++g)
                {
                    var groupType   = groups[g] as UpdateInGroupAttribute;
                    var groupSystem = world.GetExistingManager(groupType.GroupType) as ComponentSystemGroup;
                    if (groupSystem == null)
                    {
                        throw new Exception("DefaultTinyWorldInitialization failed to find existing SystemGroup.");
                    }

                    groupSystem.AddSystemToUpdateList(system);
                }
            }
        }
Esempio n. 9
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    private static Unity.Entities.World GetOrCreateWorld()
    {
        if (Unity.Entities.World.DefaultGameObjectInjectionWorld != null && Unity.Entities.World.DefaultGameObjectInjectionWorld.Name == "KodeboldsWorld")
        {
            return(Unity.Entities.World.DefaultGameObjectInjectionWorld);
        }

        Unity.Entities.World world = new Unity.Entities.World("KodeboldsWorld");
        Unity.Entities.World.DefaultGameObjectInjectionWorld = world;

        //INITIALISATION
        Unity.Entities.InitializationSystemGroup initSystemGroup = world.GetOrCreateSystem <Unity.Entities.InitializationSystemGroup>();

        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.BeginInitializationEntityCommandBufferSystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.ConvertToEntitySystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <CameraSyncSystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <InputManagementSystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <InstantiationSystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <SpawningSystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.RetainBlobAssetSystem>());
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.UpdateWorldTimeSystem>());

        {
            Unity.Scenes.SceneSystemGroup sceneSystemGroup = world.GetOrCreateSystem <Unity.Scenes.SceneSystemGroup>();
            initSystemGroup.AddSystemToUpdateList(sceneSystemGroup);

            sceneSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Scenes.SceneSystem>());
            sceneSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Scenes.ResolveSceneReferenceSystem>());
            sceneSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Scenes.SceneSectionStreamingSystem>());
        }

        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.CopyInitialTransformFromGameObjectSystem>());

        //Must run after CopyInitialTransformFromGameObjectSystem.
        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <FreezeRotationSystem>());

        initSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.EndInitializationEntityCommandBufferSystem>());

        //SIMULATION
        Unity.Entities.SimulationSystemGroup simSystemGroup = world.GetOrCreateSystem <Unity.Entities.SimulationSystemGroup>();


        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.BeginSimulationEntityCommandBufferSystem>());
        //simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem<DebugStream>()); //Unity system, they just didn't put it in a namespace hurr durr.
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Systems.BuildPhysicsWorld>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayJointsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Systems.StepPhysicsWorld>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Systems.ExportPhysicsWorld>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayContactsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayBroadphaseAabbsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayColliderAabbsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayBodyColliders>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayCollisionEventsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayContactsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayMassPropertiesSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Authoring.DisplayTriggerEventsSystem>());
        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Physics.Systems.EndFramePhysicsSystem>());

        {
            PostPhysicsSystemsGroup postPhysicsSystemsGroup = world.GetOrCreateSystem <PostPhysicsSystemsGroup>();
            simSystemGroup.AddSystemToUpdateList(postPhysicsSystemsGroup);

            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <RaycastSystem>());
            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <SpawningQueueSystem>());
            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <SelectionSystem>());
            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <CameraControlSystem>());
            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <HarvestingSystem>());
            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <DepositSystem>());
            postPhysicsSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <UnitMoveSystem>());
        }

        {
            //These systems must be updated after all the game logic systems as state transitions add/remove components via an entity command buffer, meaning the command status data
            //will be out of sync with the state components until the next sync point (command buffer system).
            //We do this step at the end to avoid an additional sync point that would halt the main thread.
            CommandStateProcessingSystemsGroup commandStateProcessingSystemsGroup = world.GetOrCreateSystem <CommandStateProcessingSystemsGroup>();
            simSystemGroup.AddSystemToUpdateList(commandStateProcessingSystemsGroup);

            commandStateProcessingSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <FindAITargetSystem>());
            commandStateProcessingSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <CommandProcessSystem>());
            commandStateProcessingSystemsGroup.AddSystemToUpdateList(world.GetOrCreateSystem <StateTransitionSystem>());
        }

        {
            Unity.Transforms.TransformSystemGroup transformSystemGroup = world.GetOrCreateSystem <Unity.Transforms.TransformSystemGroup>();
            simSystemGroup.AddSystemToUpdateList(transformSystemGroup);

            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.CopyTransformFromGameObjectSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameCompositeScaleSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameParentSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFramePostRotationEulerSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameRotationEulerSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameCompositeRotationSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameParentScaleInverseSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameTRSToLocalToParentSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameTRSToLocalToWorldSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameLocalToParentSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.CopyTransformToGameObjectSystem>());
            transformSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Transforms.EndFrameWorldToLocalSystem>());
        }

        {
            BehaviourUpdaterSystemsGroup behaviourUpdaterSystemsGroup = world.GetOrCreateSystem <BehaviourUpdaterSystemsGroup>();
            simSystemGroup.AddSystemToUpdateList(behaviourUpdaterSystemsGroup);

            m_behaviourUpdaterSystem = world.GetOrCreateSystem <BehaviourUpdaterSystem>();

            behaviourUpdaterSystemsGroup.AddSystemToUpdateList(m_behaviourUpdaterSystem);
        }

        simSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.EndSimulationEntityCommandBufferSystem>());


        //PRESENTATION
        Unity.Entities.PresentationSystemGroup presentationSystemGroup = world.GetOrCreateSystem <Unity.Entities.PresentationSystemGroup>();

        presentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Entities.BeginPresentationEntityCommandBufferSystem>());

        {
            Unity.Rendering.StructuralChangePresentationSystemGroup structuralChangePresentationSystemGroup = world.GetOrCreateSystem <Unity.Rendering.StructuralChangePresentationSystemGroup>();
            presentationSystemGroup.AddSystemToUpdateList(structuralChangePresentationSystemGroup);

            structuralChangePresentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Rendering.AddWorldAndChunkRenderBounds>());
            structuralChangePresentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Rendering.AddLodRequirementComponents>());
        }

        {
            Unity.Rendering.UpdatePresentationSystemGroup updatePresentationSystemGroup = world.GetOrCreateSystem <Unity.Rendering.UpdatePresentationSystemGroup>();
            presentationSystemGroup.AddSystemToUpdateList(updatePresentationSystemGroup);

            updatePresentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Rendering.RenderBoundsUpdateSystem>());
            updatePresentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Rendering.LodRequirementsUpdateSystem>());
        }

        presentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <Unity.Rendering.RenderMeshSystemV2>());
        presentationSystemGroup.AddSystemToUpdateList(world.GetOrCreateSystem <EndFrameJobCompleteSystem>());

        Unity.Entities.ScriptBehaviourUpdateOrder.UpdatePlayerLoop(world);

        return(world);
    }