protected override void OnUpdate() { var layer = sceneGlobalEntity.GetCollectionComponent <SpawnPointCollisionLayer>(true).layer; CompleteDependency(); PhysicsDebug.DrawLayer(layer); UnityEngine.Debug.Log("SpawnPoints in layer: " + layer.Count); }
protected override void OnUpdate() { var layer = sceneBlackboardEntity.GetCollectionComponent <WormholeCollisionLayer>(true).layer; CompleteDependency(); PhysicsDebug.DrawLayer(layer).Run(); UnityEngine.Debug.Log("Wormholes in layer: " + layer.Count); }
protected override void OnUpdate() { Entities.WithAll <FactionTag, Faction>() .ForEach((Entity factionEntity) => { var layer = EntityManager.GetCollectionComponent <FactionShipsCollisionLayer>(factionEntity, true); CompleteDependency(); PhysicsDebug.DrawLayer(layer.layer); }).WithoutBurst().Run(); }
protected override void OnUpdate() { CollisionLayerSettings settings = new CollisionLayerSettings { worldSubdivisionsPerAxis = new int3(2, 2, 2), worldAABB = new Aabb { min = new float3(-50f, -50f, -50f), max = new float3(50f, 50f, 50f) }, }; Dependency = Physics.BuildCollisionLayer(m_query, this).WithSettings(settings).ScheduleParallel(out CollisionLayer layer, Allocator.TempJob, Dependency); Dependency = PhysicsDebug.DrawLayer(layer).ScheduleParallel(Dependency); Dependency = layer.Dispose(Dependency); }