void Spawn() { // Create entity prefab from the game object hierarchy once var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, new BlobAssetStore()); var prefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(Prefab, settings); var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; // Efficiently instantiate a bunch of entities from the already converted entity prefab var instance = entityManager.Instantiate(prefab); // Place the instantiated entity in a grid with some noise var position = transform.TransformPoint(new float3(0, 12, 0)); entityManager.SetComponentData(instance, new Translation { Value = position }); }
// Start is called before the first frame update void Start() { store = new BlobAssetStore(); entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, store); Entity virus = GameObjectConversionUtility.ConvertGameObjectHierarchy(virusPrefab, settings); Entity redBlood = GameObjectConversionUtility.ConvertGameObjectHierarchy(redCellsPrefab, settings); bullet = GameObjectConversionUtility.ConvertGameObjectHierarchy(bulletPrefab, settings); whiteCell = GameObjectConversionUtility.ConvertGameObjectHierarchy(whiteCellsPrefab, settings); // instantiate the viruses for (int i = 0; i < virusCount; i++) { Entity instance = entityManager.Instantiate(virus); float x = UnityEngine.Random.Range(minPositionValue, maxPositionValue); float y = UnityEngine.Random.Range(minPositionValue, maxPositionValue); float z = UnityEngine.Random.Range(minPositionValue, maxPositionValue); float3 position = new float3(x, y, z); entityManager.SetComponentData(instance, new Translation { Value = position }); entityManager.SetComponentData(instance, new FloatData { speed = UnityEngine.Random.Range(0.1f, 1.0f) }); } // instantiante the blood cells for (int i = 0; i < redCellsCount; i++) { Entity instance = entityManager.Instantiate(redBlood); float x = UnityEngine.Random.Range(minPositionValue, maxPositionValue); float y = UnityEngine.Random.Range(minPositionValue, maxPositionValue); float z = UnityEngine.Random.Range(minPositionValue, maxPositionValue); float3 position = new float3(x, y, z); entityManager.SetComponentData(instance, new Translation { Value = position }); entityManager.SetComponentData(instance, new FloatData { speed = UnityEngine.Random.Range(0.1f, 1.0f) }); } }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { dstManager.AddComponentData(entity, new CartoonBody { BreathingSquashYAmplitude = BreathingSquashYAmplitude, BreathingSquashYRate = BreathingSquashYRate, BreathingSquashXZAmplitude = BreathingSquashXZAmplitude, BreathingSquashXZRate = BreathingSquashXZRate, PositionOffset = PositionOffset }); dstManager.AddComponentData(entity, new NonUniformScale { Value = new float3(1, 1, 1) }); /* * //eye stuff * LeftEyeEntity = conversionSystem.GetPrimaryEntity(LeftEyeSocket); * RightEyeEntity = conversionSystem.GetPrimaryEntity(RightEyeSocket); * EyePrefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(EyePrefab, World.Active); * * var leftEye = dstManager.Instantiate(EyePrefabEntity); * dstManager.AddComponentData(leftEye, new CartoonEye(LeftEyeEntity)); * var rightEye = dstManager.Instantiate(EyePrefabEntity); * dstManager.AddComponentData(rightEye, new CartoonEye(RightEyeEntity)); #if UNITY_EDITOR * dstManager.SetName(LeftEyeEntity, "eyeSocket_L" + LeftEyeEntity); * dstManager.SetName(RightEyeEntity, "eyeSocket_R" + RightEyeEntity); * dstManager.SetName(leftEye, "eye_L" + leftEye); * dstManager.SetName(rightEye, "eye_R" + rightEye); #endif */ // dust stuff DustTrailEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(DustTrailPrefab, World.Active); dstManager.AddComponentData(entity, new DustTrail { DustPrefabEntity = DustTrailEntity, Rate = 0.25f, MinAmount = 1, MaxAmount = 5, m_CurrentTime = 0 }); //dstManager.AddComponentData(entity, new Scale()); //dstManager.AddComponentData(entity, new ScalePivot {Value = new float3()}); //dstManager.AddComponentData(entity, new ScalePivotTranslation()); //dstManager.AddComponentData(entity, new CompositeScale()); }
// Start is called before the first frame update void Start() { manager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, null); var prefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(tankPrefab, settings); for (int i = 0; i < numTanks; i++) { var instance = manager.Instantiate(prefab); float x = UnityEngine.Random.Range(-100, 100); float z = UnityEngine.Random.Range(-100, 100); var position = transform.TransformPoint(new float3(x, 0, z)); manager.SetComponentData(instance, new Translation { Value = position }); } }
protected void VerifyNoDataProduced <T>() where T : struct, IComponentData { var world = new World("Test world"); try { GameObjectConversionUtility.ConvertGameObjectHierarchy(Root, world); using (var group = world.EntityManager.CreateEntityQuery(typeof(T))) using (var bodies = group.ToComponentDataArray <T>(Allocator.Persistent)) Assert.That(bodies.Length, Is.EqualTo(0), $"Conversion pipeline produced {typeof(T).Name}"); } finally { world.Dispose(); } }
private void Start() { // Initialize manager using world default. var manager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, null); // Convert prefabs into entity. var playerEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(playerPrefab, settings); var missileEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(missilePrefab, settings); var shieldEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(shieldPrefab, settings); // Instantiate InstantiatePlayer(manager, playerEntity, missileEntity); InstantiateShield(manager, shieldEntity); Destroy(gameObject); }
private void Awake() { if (Main != null && Main != this) { Destroy(gameObject); return; } Main = this; _manager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, new BlobAssetStore()); _ballEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(ballPrefab, settings); SpawnBall(); }
void Start() { entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; blobAssetStore = new BlobAssetStore(); Debug.Log(tilePreFab); var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, blobAssetStore); tileEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(tilePreFab, settings); buildFloor(); buildEastWestWall(-50f, 50f); buildSouthNorthWall(-50f, 50f); buildEastWestWall(-50f, -50f); buildSouthNorthWall(-50f, -50f); }
private void Awake() { _assetStore = new BlobAssetStore(); _manager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, new BlobAssetStore()); _creatureEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(CreaturePrefab, settings); var t = Plane.transform; var pos = t.position; var scale = t.localScale; _bounds = new Rect(pos.x - scale.x / 2, pos.y - scale.y / 2, scale.x, scale.y); SpawnCreatures(); }
protected override void OnCreate() { blockQuery = EntityManager.CreateEntityQuery(ComponentType.ReadOnly <BlockTag>()); ballQuery = EntityManager.CreateEntityQuery(ComponentType.ReadOnly <BallTag>()); stepPhysicsWorld = World.GetOrCreateSystem <StepPhysicsWorld>(); increaseVelocityOverTimeSystem = World.GetOrCreateSystem <IncreaseVelocityOverTimeSystem>(); endSimulationEntityCommandBufferSystem = World.GetOrCreateSystem <EndSimulationEntityCommandBufferSystem>(); // Create Ball Entity. var ballPrefab = Resources.Load <GameObject>("Ball"); blobAssetStore = new BlobAssetStore(); var settings = GameObjectConversionSettings.FromWorld(World, blobAssetStore); ball = GameObjectConversionUtility.ConvertGameObjectHierarchy(ballPrefab, settings); }
/// <summary> /// Spawn a certain number of Entities;产生count个实体 /// </summary> /// <param name="count">count to spawn</param> void spawnEntities(int count) { Entity entity; Vector2 circle; Entity enPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, World.Active); #region Record the count of spawned Entities 记录现有实体数量 if (ballCount >= maxCount) { entityManager.DestroyEntity(enPrefab); return; } else if (ballCount + count > maxCount) { count = maxCount - ballCount; ballCount = maxCount; } else { ballCount += count; } info.text = "Entities:" + ballCount.ToString(); #endregion for (int i = 0; i < count; i++) { entity = entityManager.Instantiate(enPrefab); circle = UnityEngine.Random.insideUnitCircle * Range; Translation pos = new Translation() { Value = new float3(circle.x, 0, circle.y) }; BallMoveSpeed speed = new BallMoveSpeed() { Value = UnityEngine.Random.Range(1, maxSpeed) }; entityManager.SetComponentData(entity, pos); entityManager.SetComponentData(entity, speed); } entityManager.DestroyEntity(enPrefab); }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { using (var blobAssetStore = new BlobAssetStore()) { var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, blobAssetStore); var vfxEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(VfxPrefab, settings); dstManager.AddComponentObject(vfxEntity, VfxPrefab.GetComponent <ParticleSystem>()); dstManager.AddComponentData(entity, new TriggerEffectVfxComponent { VfxPrefab = vfxEntity, DepthDelta = DepthDelta }); } }
private void Start() { store = new BlobAssetStore(); manager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, store); Entity virus = GameObjectConversionUtility.ConvertGameObjectHierarchy(virusPrefab, settings); Instaniate(virus, numVirus); Entity redCell = GameObjectConversionUtility.ConvertGameObjectHierarchy(redBloodCellPrefab, settings); Instaniate(redCell, numBloodCell); bulletEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(bulletPrefab, settings); splatEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(splatPrefab, settings); }
private Entity[] CreateEntityPrefabs(GameObject[] ballPrefabs, GameObjectConversionSettings settings) { var ballEntityPrefabs = new Entity[ballPrefabs.Length]; for (var i = 0; i < _ballPrefabs.Length; i++) { ballEntityPrefabs[i] = (GameObjectConversionUtility.ConvertGameObjectHierarchy(ballPrefabs[i], settings)); _manager.AddComponentData(ballEntityPrefabs[i], new Color { Value = i }); _manager.AddComponentData(ballEntityPrefabs[i], new Speed { Value = _fallSpeed }); } return(ballEntityPrefabs); }
private void Awake() { if (S == null) { S = this; } else { Debug.LogError("Attempt to create multiple Constant Managers."); } BloodEnt = GameObjectConversionUtility.ConvertGameObjectHierarchy(BloodPrefab, World.Active); SmokeEnt = GameObjectConversionUtility.ConvertGameObjectHierarchy(SmokePrefab, World.Active); BloodRenderMesh = World.Active.EntityManager.GetSharedComponentData <RenderMesh>(BloodEnt); SmokeRenderMesh = World.Active.EntityManager.GetSharedComponentData <RenderMesh>(SmokeEnt); }
/// <summary>Get prefabs from Resourcefolder and store them in a dictionary as GO /// Also convert them to Entity and store in dictionary for entity prefab /// </summary> private void GetPrefabs() { prefabEntities = new Dictionary <string, Entity>(); prefabGameObjects = new Dictionary <string, GameObject>(); var prefabsToInitialize = new List <string> { "Floor", "Ball", "Cube", "FinishPrefab" }; foreach (var prefab in prefabsToInitialize) { GameObject ob = Resources.Load <GameObject>($"{prefab}"); prefabGameObjects.Add(prefab, ob); World world = World.DefaultGameObjectInjectionWorld; var settings = GameObjectConversionSettings.FromWorld(world, blobAssetStore); prefabEntities.Add(prefab, GameObjectConversionUtility.ConvertGameObjectHierarchy(ob, settings)); } }
// Start is called before the first frame update void Start() { blobAssetStore = new BlobAssetStore(); // Create entity prefab from the game object hierarchy once var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, blobAssetStore); var convertedTargetPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(unitPrefabs, settings); EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; for (int i = 0; i < 20; i++) { var entity = entityManager.Instantiate(convertedTargetPrefab); entityManager.SetComponentData(entity, new Translation() { Value = GetRandomPosition(new float3(8f, 8f, 0f)) }); } }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var gunCD = new GunComponentData(); gunCD.muzzleX = muzzle.localPosition.x; gunCD.muzzleY = muzzle.localPosition.y; gunCD.muzzleZ = muzzle.localPosition.z; gunCD.hashCode = this.GetHashCode(); var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, null); var entityBullet = GameObjectConversionUtility.ConvertGameObjectHierarchy(bulletPrefab, settings); gunCD.bulletPrefab = entityBullet; dstManager.AddSharedComponentData(entity, gunCD); }
void Start() { /* 创建实体时需要指定配置,这里涉及到World的概念,可以先不管,照抄就是了 */ var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, null); /* 从我们的prefab中创建一个实体对象 */ var entityFromPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(Prefab, settings); /* 实体管理器 */ var entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; EntityArchetype entityArchetype = entityManager.CreateArchetype( typeof(RenderBounds), typeof(Translation), typeof(RenderMesh), typeof(LocalToWorld), typeof(MoveComponent) ); // NativeArray<Entity> entityArray = new NativeArray<Entity> (10, Allocator.Temp); // entityManager.CreateEntity (entityArchetype, entityArray); /* 循环创建多个实体 */ for (var i = 0; i < Count; i++) { /* 赋值新的实体 */ var entity = entityManager.Instantiate(entityFromPrefab); // var entity = entityArray[i]; // 设置原型 entityManager.SetArchetype(entity, entityArchetype); /* 修改实体的组件 */ var position = transform.TransformPoint(UnityEngine.Random.Range(-rangePos, rangePos), 0, UnityEngine.Random.Range(-rangePos, rangePos)); // entityManager.SetComponentData (entity, new RotationComponent { Speed = UnityEngine.Random.Range (-10, 10) }); entityManager.SetComponentData(entity, new MoveComponent { Speed = UnityEngine.Random.Range(-10, 10), Range = rangePos }); entityManager.SetComponentData(entity, new Translation { Value = position }); // RenderMesh renderMesh = new RenderMesh (); // renderMesh.material = material; // renderMesh.mesh = mesh; // entityManager.SetSharedComponentData (entity, renderMesh); } }
public void Convert(Entity entity, EntityManager dstManager, GameObjectConversionSystem conversionSystem) { var snapshotType = FindSnapshot(); #if !UNITY_CLIENT || UNITY_SERVER || UNITY_EDITOR if (World.Active == ClientServerBootstrap.serverWorld) { var prefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, World.Active); dstManager.AddComponentData(entity, new GhostServerPrefabComponent { prefab = prefabEntity }); } #endif #if !UNITY_SERVER bool isClientPrefab = false; foreach (var clientWorld in ClientServerBootstrap.clientWorld) { isClientPrefab |= World.Active == clientWorld; } if (isClientPrefab) { var ghostAuth = prefab.GetComponent <GhostAuthoringComponent>(); var origInstantiate = ghostAuth.ClientInstantiateTarget; ghostAuth.ClientInstantiateTarget = GhostAuthoringComponent.ClientInstantiateTargetType.Interpolated; var prefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, World.Active); ghostAuth.ClientInstantiateTarget = GhostAuthoringComponent.ClientInstantiateTargetType.Predicted; var predictedPrefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(prefab, World.Active); ghostAuth.ClientInstantiateTarget = origInstantiate; // TODO: should these be part of GhostAuthoringComponent conversion too? dstManager.AddComponent(prefabEntity, snapshotType); dstManager.AddComponent(predictedPrefabEntity, snapshotType); dstManager.AddComponentData(entity, new GhostClientPrefabComponent { predictedPrefab = predictedPrefabEntity, interpolatedPrefab = prefabEntity }); dstManager.AddComponent(entity, snapshotType); } #endif #if UNITY_EDITOR || (!UNITY_SERVER && !UNITY_CLIENT) if (!isClientPrefab && World.Active != ClientServerBootstrap.serverWorld) { throw new InvalidOperationException( $"A ghost prefab can only be created in the client or server world, not {World.Active.Name}"); } #endif }
public void ErrorDuringSelfConversion_RecordsError() { var go = CreateGameObject(); go.AddComponent <JournalTestAuthoring>().ShouldError = true; var entity = GameObjectConversionUtility.ConvertGameObjectHierarchy(go, m_Settings); EntitiesAssert.ContainsOnly(m_Manager, EntityMatch.Any(entity)); Assert.That(m_Events.EventsOfType <LogEventData>(), Is.EqualTo(new[] { JournalDataDebug.Create(go.GetInstanceID(), new LogEventData { Type = LogType.Error, Message = "JournalTestAuthoring.Convert error" }) })); LogAssert.Expect(LogType.Error, "JournalTestAuthoring.Convert error"); }
private void Awake() { if (instance != null && instance != this) { Destroy(gameObject); return; } instance = this; manager = World.DefaultGameObjectInjectionWorld.EntityManager; blobAssetStore = new BlobAssetStore(); GameObjectConversionSettings settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, blobAssetStore); ballEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(ballPrefab, settings); cubeEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(cubePrefab, settings); }
private void AddingEntityFromPrefab() { // Create EntityManager and prefabEntity that convert our GameObject into an entity EntityManager entityManager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, null); var prefabEntity = GameObjectConversionUtility.ConvertGameObjectHierarchy(palmTreePrefab, settings); // Create an instance of the entity and add Translation and Rotation components to it var instance = entityManager.Instantiate(prefabEntity); var position = transform.TransformPoint(new float3(UnityEngine.Random.Range(-15, 15), 0, UnityEngine.Random.Range(-15, 15))); entityManager.SetComponentData(instance, new Translation { Value = position }); entityManager.SetComponentData(instance, new Rotation { Value = new quaternion(0, 0, 0, 0) }); }
private void Start() { manager = World.DefaultGameObjectInjectionWorld.EntityManager; var settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, null); var prefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(sheepPrefab, settings); for (int i = 0; i < numSheep; i++) { var instance = manager.Instantiate(prefab); var position = transform.TransformPoint(new float3(UnityEngine.Random.Range(-range, range), UnityEngine.Random.Range(0, range * 2), UnityEngine.Random.Range(-range, range))); manager.SetComponentData(instance, new Translation { Value = position }); manager.SetComponentData(instance, new Rotation { Value = new quaternion(0, 0, 0, 0) }); } }
protected void VerifyLogsException <T>(Regex message = null) where T : Exception { var world = new World("Test world"); try { using (var blobAssetStore = new BlobAssetStore()) { LogAssert.Expect(LogType.Exception, message ?? new Regex($"\b{typeof(T).Name}\b")); var settings = GameObjectConversionSettings.FromWorld(world, blobAssetStore); GameObjectConversionUtility.ConvertGameObjectHierarchy(Root, settings); } } finally { world.Dispose(); } }
public void HybridComponent_OnDisabledGameObject_IsConvertedAndDisabled() { var gameObject = CreateGameObject(); gameObject.AddComponent <ConversionTestHybridComponent>().SomeValue = 123; gameObject.SetActive(false); var entity = GameObjectConversionUtility.ConvertGameObjectHierarchy(gameObject, MakeDefaultSettings().WithExtraSystem <MonoBehaviourComponentConversionSystem>()); var hybridComponent = m_World.EntityManager.GetComponentObject <ConversionTestHybridComponent>(entity); Assert.AreEqual(123, hybridComponent.SomeValue); // give the hybrid component system a chance to activate this object, and check it did not in fact do it. m_World.Update(); var companion = m_World.EntityManager.GetComponentObject <CompanionLink>(entity); Assert.IsFalse(companion.Companion.activeSelf); }
private NativeArray <Entity> CreateEntitiesFromPrefab(GameObject _prefab, Vector3[] _spawnPositions) { NativeArray <Entity> nativeArray = new NativeArray <Entity>(_spawnPositions.Length, Allocator.Temp); var entityFromPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(_prefab, World.Active); for (int i = 0; i < _spawnPositions.Length; i++) { var instance = entityManager.Instantiate(entityFromPrefab); entityManager.SetComponentData(instance, new Translation { Value = _spawnPositions[i] }); entityManager.SetComponentData(instance, new Rotation { Value = Quaternion.identity }); nativeArray[i] = instance; } return(nativeArray); }
private void Start() { defaultWorld = World.DefaultGameObjectInjectionWorld; entityManager = defaultWorld.EntityManager; GameObjectConversionSettings settings = GameObjectConversionSettings.FromWorld(defaultWorld, null); asteroidEntities = new NativeArray <Entity>(asteroidPrefabs.Length, Allocator.Temp); for (var i = 0; i < asteroidEntities.Length; i++) { asteroidEntities[i] = GameObjectConversionUtility.ConvertGameObjectHierarchy(asteroidPrefabs[i], settings); } for (var i = 0; i < asteroidsToSpawn; i++) { SpawnRandomAsteroid(new Vector3(UnityEngine.Random.Range(-200, 200), UnityEngine.Random.Range(-200, 200), UnityEngine.Random.Range(-20, -50))); } asteroidEntities.Dispose(); }
private void Awake() { if (instanse != null && instanse != this) { Destroy(gameObject); //зачем дестроить? return; } instanse = this; manager = World.DefaultGameObjectInjectionWorld.EntityManager; //чтобы настраивать энтити blobAssetStore = new BlobAssetStore(); //Чтобы спавнить новые энтити GameObjectConversionSettings settings = GameObjectConversionSettings.FromWorld(World.DefaultGameObjectInjectionWorld, blobAssetStore); ballEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(ballPrefab, settings); capsuleEntityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(capsulePrefab, settings); }
void Start() { #if UNITY_EDITOR UnityEditor.SceneView.FocusWindowIfItsOpen(typeof(UnityEditor.SceneView)); #endif defaultWorld = World.DefaultGameObjectInjectionWorld; entityManager = defaultWorld.EntityManager; var conversionSettings = GameObjectConversionSettings.FromWorld(defaultWorld, null); entityPrefab = GameObjectConversionUtility.ConvertGameObjectHierarchy(gameObjectPrefab, conversionSettings); //InstantiateEntity(new float3(0, 0, 0)); InstantiateEntityGrid(dimensionX, dimensionY, spacing, isCentered); //InstantiateEntity(new float3(4f, 0f, 4f)); //MakeEntity(); Function for first commit: create Entity }