protected override void OnCreate() { m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); m_SharedData = SharedData.Create(); #if !ENABLE_UNITY_COLLECTIONS_CHECKS // Calling RequireForUpdate will mean that the system will not be updated if there are no dynamic bodies. // However, if we are performing want collider integrity checks we need the system to run regardless. RequireForUpdate(m_BuildPhysicsWorldSystem.DynamicEntityGroup); #endif }
protected override void OnCreate() { m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); m_ExportPhysicsWorldSystem = World.GetOrCreateSystem <ExportPhysicsWorld>(); m_EndFramePhysicsSystem = World.GetOrCreateSystem <EndFramePhysicsSystem>(); #if !NET_DOTS Assert.AreEqual(Enum.GetValues(typeof(SimulationType)).Length, k_NumSimulationTypes); #endif RegisterSimulation(SimulationType.NoPhysics, () => new DummySimulation()); RegisterSimulation(SimulationType.UnityPhysics, () => new Simulation()); RegisterSimulation(SimulationType.HavokPhysics, () => throw new NotSupportedException("Havok Physics package not present. Use the package manager to add it.")); base.OnCreate(); }
protected override void OnCreate() { m_OutputDependency = Dependency; m_BuildPhysicsWorldSystem = World.GetOrCreateSystem <BuildPhysicsWorld>(); }