Struct AgentSteeringSystem
System that steers agent towards destination.
Implements
Inherited Members
Namespace: ProjectDawn.Navigation
Assembly: ProjectDawn.Navigation.dll
Syntax
[BurstCompile]
[UpdateInGroup(typeof(AgentSteeringSystemGroup))]
[Obsolete("AgentSteeringSystem is deprecated, please use AgentSeekingSystem!", false)]
public struct AgentSteeringSystem : ISystem, ISystemCompilerGenerated
Methods
OnCreateForCompiler(ref SystemState)
Generated by compilation pipeline and used internally.
Declaration
public void OnCreateForCompiler(ref SystemState state)
Parameters
Type | Name | Description |
---|---|---|
SystemState | state | The Unity.Entities.SystemState backing this system instance |
OnUpdate(ref SystemState)
Implement OnUpdate
to perform the major work of this system.
Declaration
[BurstCompile]
public void OnUpdate(ref SystemState state)
Parameters
Type | Name | Description |
---|---|---|
SystemState | state | The Unity.Entities.SystemState backing this system instance |
Remarks
By default, the system invokes `OnUpdate` once every frame on the main thread. To skip OnUpdate if all of the system's [EntityQueries] are empty, use the [RequireMatchingQueriesForUpdateAttribute]. To limit when OnUpdate is invoked, you can specify components that must exist, or queries that match specific Entities. To do this, call Unity.Entities.SystemState.RequireForUpdate<T>() or Unity.Entities.SystemState.RequireForUpdate(Unity.Entities.EntityQuery) in the system's OnCreate method. For more information, see Unity.Entities.SystemState.ShouldRunSystem().
You can instantiate and schedule an Unity.Entities.IJobChunk instance; you can use the [C# Job System] or you can perform work on the main thread. If you call Unity.Entities.EntityManager methods that perform structural changes on the main thread, be sure to arrange the system order to minimize the performance impact of the resulting [sync points].