ECS: How can I distinguish between Entities with same components, that should be treated in different systems?
Let's say I have a ball with transform and some user component MyData. And let´s say I have a cube with the same components.
Now I want a system that should handle the ball using transform and MyData. And another system that should handle the cubes transform + MyData.
Using Entities.ForEach((Transform t, MyData d) =>{ }); will find all transfrom + MyData. (ball, cube)
So, how would I write queries for each entitiy?
and by the way: what is now the latest and correct way to make queris? There are at least 4 approaches in serveral tutorials and none of them seem to be working with 2019.2.6.
Answer by OlivierHoel · Oct 02, 2019 at 04:06 AM
Here is what you need: https://youtu.be/BNMrevfB6Q0?t=2098
Answer by Kobald-Klaus · Oct 02, 2019 at 06:46 AM
thank you! that´s another approach :-) ... are those bracket thingies explained/documented somewhere?
hm, I fail right after $$anonymous$$ute 21. I create some spheres from a prefab with rigidbodies and collider attached. All the entity conversion works, entities are displayed in the inspector with the right coordinates, but they do not show up in the scene.
I cannot see any renderer or rigidbody attached to the entities. Am I missing something?
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