#How to make a ComponentSystemGroup to exist only on client / server side ?

1 messages · Page 1 of 1 (latest)

broken robin
#

Like

   [UpdateInGroup(typeof(SimulationSystemGroup))]
    [UpdateBefore(typeof(GameLoopSimulationPreTransformGroup))]
    public partial class GameLoopInputGroup : ComponentSystemGroup
    {
    }

Would this :

 [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation | WorldSystemFilterFlags.ThinClientSimulation)]

Work by default on SystemGroups ? or is there other steps to take in consideration ?

trail laurel
#

you probably want to just have custom bootstrap, which creates world only with systems from client/server assemblies

broken robin
#

any example of that ?

trail laurel
#

just default bootstrap is good example

#

DefaultWorldInitialization has a public static method to create default world

#

you can just look at it's source

#

to see how world gets created

#

and modify any step you want

pine mango
#

For example
[WorldSystemFilter(Client | Server, Client)]

#

Means the group will exist on both client and server, but systems added to the group without their own world system filter will only be added to client

broken robin
#

PERFECT