protected override void OnInitialize() { // Initialize the systems //GameSystems.Initialize(); // Already initialized by Game class GameSystems.TryAdd(_debugTextSystem.System); Services.AddOrOverwriteService <IPhysicsSystem>(_physicsSystem.System); GameSystems.TryAdd(_physicsSystem.System); GameSystems.TryAdd(_scriptSystem.System); Services.AddOrOverwriteService(_scenePreUpdateSystem.System); GameSystems.TryAdd(_scenePreUpdateSystem.System); Services.AddOrOverwriteService(_sceneSystem.System); GameSystems.TryAdd(_sceneSystem.System); Services.AddOrOverwriteService(_scenePostUpdateSystem.System); GameSystems.TryAdd(_scenePostUpdateSystem.System); GameSystems.TryAdd(_audioSystem.System); GameSystems.TryAdd(_gameFontSystem.System); GameSystems.TryAdd(_effectSystem.System); GameSystems.TryAdd(_spriteAnimationSystem.System); GameSystems.TryAdd(_uiSystem.System); GameSystems.TryAdd(_profilingSystem.System); //var dynamicNavigationMeshSystem = new Stride.Navigation.DynamicNavigationMeshSystem(_services); //GameSystems.TryAdd(dynamicNavigationMeshSystem); //GameSystems.TryAdd(_vrDeviceSystem); GameSystems.TryAdd(_networkSystem.System); // Make sure this is added AFTER _sceneSystem due to dependency on it }