public void OnEnable() { Debug.Log("create gameentity : " + new System.Diagnostics.StackTrace().ToString()); #if UNITY_EDITOR if (World.Active == null) { // * OnDisable (Serialize monobehaviours in temporary backup) // * unload domain // * load new domain // * OnEnable (Deserialize monobehaviours in temporary backup) // * mark entered playmode / load scene // * OnDisable / OnDestroy // * OnEnable (Loading object from scene...) if (EditorApplication.isPlayingOrWillChangePlaymode) { // We are just gonna ignore this enter playmode reload. // Can't see a situation where it would be useful to create something inbetween. // But we really need to solve this at the root. The execution order is kind if crazy. if (!EditorApplication.isPlaying) { return; } // Debug.LogError("Loading GameObjectEntity in Playmode but there is no active World"); return; } else { #if UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP return; #else DefaultWorldInitialization.Initialize("Editor World", true); #endif } } #endif EntityManager = World.Active.GetOrCreateManager <EntityManager>(); Entity = AddToEntityManager(EntityManager, gameObject); }
static void Initialize() { DefaultWorldInitialization.Initialize("Default World", false); GameObjectSceneUtility.AddGameObjectSceneReferences(); }
static void Initialize() { DefaultWorldInitialization.Initialize(); }
static void Initialize() { DefaultWorldInitialization.Initialize("Default World", false); }