public void CanInstantiatePrefabEntity()
        {
            var instanceCount = 100;
            var skeletonNodes = new SkeletonNode[] {
                new SkeletonNode {
                    ParentIndex = -1, Id = "Root", AxisIndex = -1
                },
                new SkeletonNode {
                    ParentIndex = 0, Id = "Hips", AxisIndex = -1
                },
                new SkeletonNode {
                    ParentIndex = 1, Id = "LeftUpLeg", AxisIndex = -1
                },
                new SkeletonNode {
                    ParentIndex = 1, Id = "RightUpLeg", AxisIndex = -1
                }
            };

            var rigDefinition = RigBuilder.CreateRigDefinition(skeletonNodes);

            var prefab = RigEntityBuilder.CreatePrefabEntity(m_Manager, rigDefinition);

            var entities = new NativeArray <Entity>(instanceCount, Allocator.Temp);

            m_Manager.Instantiate(prefab, entities);

            foreach (var entity in entities)
            {
                CheckEntityHasRigComponentTypeAndBufferResized(entity, rigDefinition, RigEntityBuilder.RigComponentTypes, skeletonNodes.Length);
            }
        }
        public void CanCreatePrefabEntity()
        {
            var skeletonNodes = new SkeletonNode[] {
                new SkeletonNode {
                    ParentIndex = -1, Id = "Root", AxisIndex = -1
                }
            };

            var rigDefinition = RigBuilder.CreateRigDefinition(skeletonNodes);

            var prefab = RigEntityBuilder.CreatePrefabEntity(m_Manager, rigDefinition);

            CheckEntityHasRigComponentTypeAndBufferResized(prefab, rigDefinition, RigEntityBuilder.RigPrefabComponentTypes, skeletonNodes.Length);
        }
        protected override void SetUp()
        {
            base.SetUp();

            m_RigComputeMatricesSystem = World.GetOrCreateSystem <RigComputeMatricesSystem>();
            // Force and update to kick burst compilation
            m_RigComputeMatricesSystem.Update();

            Set.RendererModel = DataFlowGraph.NodeSet.RenderExecutionModel.Islands;

            // Force and update to kick burst compilation
            m_AnimationGraphSystem.Update();

            m_RigPrefab = RigEntityBuilder.CreatePrefabEntity(m_Manager, m_RigDefinition);

            m_Manager.AddComponentData(m_RigPrefab, new Translation {
                Value = float3.zero
            });
            m_Manager.AddComponentData(m_RigPrefab, new Rotation {
                Value = quaternion.identity
            });
        }