
An error is thrown when Entities.ForEach has an argument that is a generic DynamicBuffer. Fixed an issue where EntityManager's AddComponent(), RemoveComponent(), and CopyEntitiesFrom() methods threw an error if their input was a NativeArray allocated with Allocator.Temp whose length is more than 10 elements. Fixed a DCICE002 error that was thrown during IL post-processing when Entities.ForEach contained multiple Entities.ForEach in the same scope capturing multiple variables. Fixed an issue where an exceptions was thrown when inspecting an entity with a GameObject added through EntityManager.AddComponentObject. Fixed paths displayed in IL post-processing error messages to be more consistent with Unity error messages. Fixed an issue where a warning was treated as an error when Entities.ForEach passed a component type as value. Updated package and to version 1.3.1-preview. Changed Entit圜ontainer to write data back to the entity. Updated package to version 0.6.0-preview.1. Changed TypeManager.GetSystems() to return an IReadOnlyList rather than a List. Optimized IJobChunk and Entities.ForEach ScheduleParallel when there is no EntityQuery filtering necessary (shared component or change filtering). Changed the EntityQuery commands for AddComponent, RemoveComponent, and DestroyEntity in the Entit圜ommandBuffer to use Burst during Playback. Changed the Profiler markers for Entit圜ommandBuffer.Playback from Entit圜ommandBufferSystems to include the name of the system that recorded the Entit圜ommandBuffer. Updated minimum Unity Editor version to 2020.1.0b15 (40d9420e7de8). AddWorldToCurrentPlayerLoop(), IsWorldInCurrentPlayerLoop(), and RemoveWorldFromCurrentPlayerLoop(): wrappers around the above functions that operate directly on the currently active player loop. RemoveWorldFromPlayerLoop(): removes all systems owned by a World from the provided player loop.
IsWorldInPlayerLoop(World, PlayerLoopSystem): searches the provided player loop for any systems owned by the provided World. AddWorldToPlayerLoop(): adds the three standard top-level system groups to their standard player loop locations. AppendSystemToPlayerLoopList(): adds a single ECS system to a specific point in the Unity player loop. Added new player loop management functions to the ScriptBehaviourUpdateOrder class:. Added MaximumDeltaTime property to FixedStepSimulationSystemGroup, used similarly to to control how gradually the application should recover from large transient frame time spikes. This is a variant of IJobEntityBatch and provides an additional indexOfFirstEntityInQuery parameter, which provides a per-batch index that is the aggregate of all previous batch counts. Added new IJobEntityBatchWithIndex job interface. Note: EntityManager will get equivalents in a future release. These remove multiple components in one call.
Added new Entit圜ommandBuffer methods: RemoveComponent(Entity, ComponentTypes) and RemoveComponent(EntityQuery, ComponentTypes).
Note: EntityManager has an equivalent of the first and will get an equivalent of the second in a later release. These add multiple components in one call.
Added new Entit圜ommandBuffer methods: AddComponent(Entity, ComponentTypes) and AddComponent(EntityQuery, ComponentTypes).