The job
[WithChangeFilter(typeof(EntityDestroy))]
[WithAll(typeof(EntityDestroy))]
[BurstCompile]
private partial struct DestroyJob : IJobEntity
{
public EntityCommandBuffer.ParallelWriter CommandBuffer;
private void Execute([ChunkIndexInQuery] int chunkIndexInQuery, Entity entity)
{
this.CommandBuffer.DestroyEntity(chunkIndexInQuery, entity);
}
}```
Doesn't actually use netcode
But the system has a conditional using on it
```cs
namespace BovineLabs.Core.Destroy
{
using Unity.Burst;
using Unity.Entities;
#if UNITY_NETCODE
using Unity.NetCode;
#endif
[UpdateInGroup(typeof(DestroySystemGroup), OrderLast = true)]
public partial struct EntityDestroySystem : ISystem```
And the source generator for the job has generated this
```cs
namespace BovineLabs.Core.Destroy {
using Unity.Burst;
using Unity.Entities;
#if UNITY_NETCODE
using Unity.NetCode;partial struct EntityDestroySystem {
[global::System.Runtime.CompilerServices.CompilerGenerated]
partial struct DestroyJob : global::Unity.Entities.IJobChunk
{```
@thorn void more fun edge cases, don't even know how you solve this ^^ but hope the holiday goes well!
