#Entity Instantiation and Result Component Manipulation

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vapid crater
#

i'm having a small problem with entity spawning
i have an entity prefab and i Instantiate it in this way
but i get an expected behavior which the new entity appears at the location specified in the prefab before it transports to the new location i set down there
i expected this but have no idea how to fix it now

` Entity newUnit = state.EntityManager.Instantiate(currentItem.UnitPrefab);

        RefRW<GameEntity> gameEntity = SystemAPI.GetComponentRW<GameEntity>(newUnit);
        gameEntity.ValueRW.Team = factoryGameEntity.ValueRO.Team;
        gameEntity.ValueRW.Owner = factoryGameEntity.ValueRO.Owner;
        
        var position = factoryData.ValueRO.UnitSpawnPositionTransform;
        
        state.EntityManager.SetComponentData(
            newUnit, 
            LocalTransform.FromPosition(
                localTransform.ValueRO.TransformPoint(position)));`

i tried changing the prefab's LocalTransform to the new location before Instantiating it using SystemAPI and state.EntityManager
i also tried using a command buffer and using playback but it still the same problem

SystemAPI.GetComponentRW<LocalTransform>(currentItem.UnitPrefab).ValueRW = LocalTransform.FromPosition( localTransform.ValueRO.TransformPoint(factoryData.ValueRO.UnitSpawnPositionTransform));

main willow
#

Ah yes it has something to do with System orders. Namely the Transform system. I actually forgot what I did to solve it haha. Turbo had a video on it. If I find it I’ll link.