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[Edited] Change the error text for runtime IComponentData

Discussion in 'Entity Component System' started by Guedez, Oct 18, 2019.

  1. Guedez

    Guedez

    Joined:
    Jun 1, 2012
    Posts:
    827
    The error message that states that IComponentData types must be known at runtime is missleading and wrong, it can absolutelly be done so long you add those runtime Types before
    TypeManager.Initialize()
    runs
    Currently, to do that you need to:
    1 add
    UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP
    to your player prefs defines as in Untitled.png

    2 Then add the
    DefaultWorldInitialization.Initialize("Default World", false);
    line to after you've created your runtime
    IComponentData
    s.
     
    Last edited: Oct 18, 2019