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publicoverridevoid_Ready(){EntityManager.Initialize();root=new(EntityManager.Store){newSpriteRenderingSystem(),newSpriteRIDAdder()};varstore=EntityManager.Store;store.CreateEntity();store.CreateEntity();varsprite=store.CreateEntity();sprite.AddComponent(newRCPosition{Position=new(0,256)});sprite.AddComponent(newRCRotation{Angle=14});sprite.AddComponent(newRCSprite{Texture=ResourceLoader.Load<Texture2D>("res://icon.svg"),Dirty=true});sprite.AddComponent(newRCSpriteRID());}// Called every frame. 'delta' is the elapsed time since the previous frame.publicoverridevoid_Process(doubledelta){acc+=delta;if(acc>=0.5){root.Update(default);acc=0;}}
Only the first system gets called, I have tested with swapping the location of both systems, and in both cases only the first system will be the called, the second will not.
The text was updated successfully, but these errors were encountered:
Can you add a perf log after instantiation and Update() to see the system hierarchy?
Maybe the second system is disabled or an exception is thrown by the first system.
GD.Print(root.GetPerfLog());
The setup of systems is a very basic operation.
In issue like this should have already been reported and seen in unit tests.
Only the first system gets called, I have tested with swapping the location of both systems, and in both cases only the first system will be the called, the second will not.
The text was updated successfully, but these errors were encountered: