#how to communicate between ISystem and monobehaviour
1 messages · Page 1 of 1 (latest)
monobehaviour = no burst as well
there's a burst compatible api to instantiate game objects
GameObject.InstantiateGameObjects
I want to do something like this : ```
using System.Collections;
using System.Collections.Generic;
using Unity.Entities;
using Unity.Transforms;
using UnityEngine;
using Unity.Mathematics;
using Unity.Burst;
public partial struct SpawnCubeSystem : ISystem
{
[BurstCompile]
public void OnUpdate(ref SystemState state)
{
if (MonoBehaviour send a trigger)
{
foreach (var spawnCubeComponent in SystemAPI.Query<RefRO<SpawnCubeComponent>>())
{
for (int y = 0; y < 1000; y++)
{
for (int x = 0; x < 1000; x++)
{
Entity clone = state.EntityManager.Instantiate(spawnCubeComponent.ValueRO.Prefab);
state.EntityManager.SetComponentData(clone, LocalTransform.FromPosition(new float3(x * 0.25f, 0, y * 0.25f)));
}
}
}
}
}
}