Vurst is complaining about memory buffer stuff
or atomics sometimes
only on the separate client editor
in the main editor it works flawlessly
I have tried all 3 of these versions, and it is complaining on all of them:
public void OnCreate(ref SystemState state) {
var query = state.GetEntityQuery(
ComponentType.ReadOnly<NetworkId>(),
ComponentType.Exclude<NetworkStreamInGame>()
);
state.RequireForUpdate<PlayerPrefab>();
state.RequireForUpdate(query);
}
[BurstCompile]
public void OnCreate(ref SystemState state) {
var builder = new EntityQueryBuilder(Allocator.Temp).WithAll<NetworkId>().WithNone<NetworkStreamInGame>();
var query = state.GetEntityQuery(builder);
state.RequireForUpdate<PlayerPrefab>();
state.RequireForUpdate(query);
}
var builder = new EntityQueryBuilder(Allocator.Temp).WithAll<NetworkId>().WithNone<NetworkStreamInGame>();
state.RequireForUpdate<PlayerPrefab>();
state.RequireForUpdate(state.GetEntityQuery(builder));