private void Start() { var world = WorldHandler.GetWorld(); if (world != null && !isProccessed) { var instantiateEntity = world.NewEntity(); var instantiateComponent = new InstantiateComponent() { gameObject = gameObject }; instantiateEntity.Replace(instantiateComponent); } }
public void PreInit() { var convertableGameObjects = GameObject.FindObjectsOfType <ConvertToEntity>(); // Iterate throught all gameobjects, that has ECS Components foreach (var convertable in convertableGameObjects) { AddEntity(convertable.gameObject); } // After adding all entitites from the begining of the scene, we need to handle global World value WorldHandler.Init(_world); }