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Fixed Update for Entitas #402
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Possible solution : Create a second set of systems in you game controller (e.g. Systems _fixedSystems = new Systems().Add() ...). Call _fixedSystems.Execute() from within FixedUpdate(). |
Hey! Simply create systems that you execute Match-One - GameController calls execute I can also imagine having 2 sets of systems, one executed on Update, the other on fixed update. Hope that helps |
@FNGgames you're just too fast ;) |
(put this in the wiki) cough |
Having some systems executed in Update and some in FixedUpdate was my first solution, but then doesn't it create problems with input or other things that have one frame life cycles and have to be cleaned up at the end of the frame? For example, I create Input event entities in Input systems, and I clean them up on Cleanup(). If have systems in the Fixed update they won't receive the input, right? Or did I do something wrong? So instead I just Update my static FixedTime component on every FixedUpdate() and have my systems react to it. |
It depends on how you implement your input system. Ref. the execution order of Unity events Edit: removed incorrect info so I don't confuse people. |
Okay!!! Create new system for fixed update doing well!! Thx |
@aefreedman But If I create and cleanup (destroy) input entities inside an Update() than why does it matter if they are reactive? When are reactive systems triggered? I thought reactive systems are triggered on Execute() and when it happens they receive all the accumulated changes from the collector. |
@VladislavKostin yeah I'm wrong don't mind me lol |
Hi! Can you give me advice how create system which executes in FixedUpdate;
I found not good solution for this:
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