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Question Manual TypeManager and World Initialization

Discussion in 'Entity Component System' started by Zylkowski_a, Aug 10, 2020.

  1. Zylkowski_a

    Zylkowski_a

    Joined:
    Jul 27, 2019
    Posts:
    157
    I am making moddable game and on startup I am compiling .cs with mod's components and systems. For now I just used UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP and then called TypeManager.Initialize() and DefaultWorldInitialization.Initialize() that worked fine but the thing is I don't think that's official and proper way of doing it because I get a lot of errors saying that TypeManager didn't deallocate some Native containers. What's the proper way of adding new components/systems and then initializing TypeManager and World?
     
  2. Zylkowski_a

    Zylkowski_a

    Joined:
    Jul 27, 2019
    Posts:
    157