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An EntityCommandBuffer that plays back automically after a ComponentSystem's update is available as PostUpdateCommands
Can now create entities/components from jobs and merge them into the world later via command buffers from injected BarrierSystems
DeferredEntityChangeSystem replaced by EndFrameBarrier (Note: This removes support for concurrent add/remove components. You'll need to change to IJob to add/remove components.)
NativeArraySharedValues<T> for creating index tables of shared/unique values in a NativeArray.
NearestTargetPositionSystem<TNearestTarget,TTarget> demonstrates how to use generics in JobComponentSystem
CopyComponentData<TSource,TDestination> utility to copy ISingleValue ComponentData to NativeArray
UnityPackageManager -> Packages folder. (Unity 2018.1 beta 7 introduces this change and we reflected it in the sample project)
EntityManager.CreateComponentGroup should be replaced with ComponentSystem.GetComponentGroup. It automatically associates & caches the ComponentGroup with the system (It is automatically disposed by ComponentSystem) and thus input dependencies will be setup correctly. Additionally ComponentSystem.GetComponentGroup should not be called in OnUpdate() (It is recommended to create and cache in OnCreateManager instead). ComponentSystem.GetComponentGroup allocates GC memory because the input is a param ComponentType[]...
Systems are automatically disabled when all ComponentGroups have zero entities. [AlwaysUpdateSystem] can be used to always force update a system. (We measured 5 - 10x speedup for empty systems)
EntityManager.GetComponentFromEntity/GetFixedArrayFromEntity have been moved to JobComponentSystem.GetComponentFromEntity. This way they can be safely used in jobs with the correct dependencies passed via the OnUpdate (JobHandle dependency)
EntityManager.GetComponentFromEntity/GetFixedArrayFromEntity have been moved to JobComponentSystem.GetComponentFromEntity. This way they can be safely used in jobs with the correct dependencies passed via the OnUpdate (JobHandle dependency)
Removed IAutoComponentSystemJob support
Various namespace refactoring. Unity.ECS -> Unity.Entities.
Optimizations for NativeHashMap and NativeMultiHashMap
Can now get an array of shared component data from a component group (ComponentGroup.GetSharedComponentDataArray) SharedComponentDataArray can also be injected similar to ComponentDataArray Access through SharedComponentDataArray is always read only
IJobProcessComponentData is significantly simplified. Supports 1, 2, 3 parameters. Supports read only, supports additional required components & subtractive components. https://github.com/Unity-Technologies/ECSJobDemos/blob/stable/ECSJobDemos/Assets/GameCode/SimpleRotation/RotationSpeedSystem.cs
[InjectComponentGroup] and [InjectComponentFromEntity] were replaced by simply [Inject] handling all injection cases.
EntityManager component naming consistency renaming EntityManager can access both components and component data thus:
Fix a deadlock in system order update
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