#Exception "Burst Error BC1016" Caused by state.World.CreateSystem<T>()

1 messages · Page 1 of 1 (latest)

hushed quartz
#

I encountered this exception:
Burst error BC1016: The managed function `Unity.Entities.SystemState.get_World(Unity.Entities.SystemState* this)` is not supportedwhile usingstate.World.CreateSystem<MySystemGroup>()in my ISystem's OnUpdate method.

It only shows up after the editor has recompiled the scripts and can be resolved by not using the "BurstCompile" attribute on the method.

These are sample codes:

public partial struct MyOtherSystem : ISystem
{
    [BurstCompile]
    public void OnUpdate(ref SystemState state)
    {
        ......
        state.World.CreateSystem<GameWorldSystemGroup>();
        ......
        state.Enabled = false;
    }
......```
```[DisableAutoCreation]
public partial class GameWorldSystemGroup : ComponentSystemGroup
{
    protected override void OnCreate()
    {
        base.OnCreate();

        World.GetExistingSystemManaged<GameSystemGroup>().AddSystemToUpdateList(SystemHandle);

        AddSystemToUpdateList(World.CreateSystem<MySystemOne>());
        AddSystemToUpdateList(World.CreateSystem<MySystemTwo>());
        AddSystemToUpdateList(World.CreateSystem<MySystemThree>());
    }
}```

Is this the correct way to create a SystemGroup and the ISystems it includes?
And is the lack of support for Burst an unavoidable side effect?


Additionally, I am using the Rider IDE, and I noticed that the code "state.World" has a warning (yellow squiggly underline) with the hint: 
```Burst: Loading managed type 'World' is not supported```
This warning only appears for about 1 second when I change any code in the same file. I have to move the cursor over it within that 1-second window to check the hint, or it will disappear until the next time I change the code, as if there is no problem..

I think this disappearing behavior is a bug?
opal tree
#

World is managed and anything managed is not supported in burst