Heya - Working with Unity's ECS, and having some extremely weird problems with empty components.
When I apply a large number of empty components to entities all the other systems seem to act in a bizzare way as if there is a memory leak although there is no leak?
I'm declaring the component as follows. When using the component like this it's causing the above issue.
public struct CCompletedIntercept : IComponentData { }
When declaring the component with a dummy field the above issue is gone?
public struct CCompletedIntercept : IComponentData
{
public bool dummy;
}