#DOTS generating another source file for some specific system?

1 messages · Page 1 of 1 (latest)

restive fjord
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So, I have an issue here that's DOTS related, but I'm willing to bet that the problem might not be necessarily DOTS-specific. This system is giving a warning that there could be another partial struct with the same name in my project, however, there is nothing by that signature in my entire solution. The problem persists if I rename this struct in this file (not using any replacement macro).

I've deleted my Library/ directory to try to clear any generated code, but the problem seems to persist and it doesn't matter what I name this specific system for some reason.

Anytime I try to rewrite this file, the same thing happens. I have other systems, but this one and only this one seems to live somewhere else.

dusky void
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rider disables this warning by default for systems

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you should do the same for VS

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(or use rider because you know, better and actually supports DOTS mopLUL )

restive fjord
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Well, I came across this warning trying to diagnose a problem where my system seems to run twice per frame.

dusky void
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you're in the fixed simulation group

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it's run multiple times if your fps < 60

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it's a fixed step

restive fjord
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Right - here, let me grab some source code quick.

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I can't figure out why the "Fixed Precision movement" system is producing zero values through Debug.Log. 😦

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Debug output is line 25 in the presentation system.

dusky void
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they're not in the same group

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you should be getting a warning about that

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[UpdateAfter(typeof(UnitMovementSystem))]

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you're trying to update after

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but this is going to be ignored

restive fjord
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Good to know; I actually messed around with omitting that and had the same effect.

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My understanding was that the system's group is implied if you target execution using that attribute.

dusky void
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no

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you should be getting warnings in your console every time you enter play mode

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stop ignoring them ^^

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everyone seems to ignore console text if it isn't red

restive fjord
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Thanks so much for taking a look. I've stepped away because I'm on a time crunch with other things; I keep checking back here.

restive fjord
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So, I left the house and am not at the computer. InputUtility.PressAction() is a wrapper for input system when the phase is ‘started’

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CursorWorldPosition.Last is static and always correct. It updates per an event and always passes.

restive fjord
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Hey, @dusky void... thanks for your help the other day! I resolved my issue.
I had the Netcode for Entities package installed, and my systems were being created in both worlds. This explains why one set of systems appeared to work perfectly in terms of data, but I was debugging/seeing a different result entirely.