using Unity.Burst; using Unity.Entities; using Unity.Jobs; using Unity.Physics; using Unity.Physics.Systems; using UnityEngine; namespace Script.battle.mode { // ISystem version [UpdateInGroup(typeof(FixedStepSimulationSystemGroup))] [UpdateBefore(typeof(PhysicsSystemGroup))] // Make sure that the running order of systems is correct public partial struct GDemo : ISystem { [BurstCompile] public partial struct CastRayJob : IJob { public PhysicsWorldSingleton World; public void Execute() { } } [BurstCompile] public void OnUpdate(ref SystemState state) { PhysicsWorldSingleton physicsWorldSingleton = SystemAPI.GetSingleton(); Debug.Log(physicsWorldSingleton.PhysicsWorld.NumBodies); } } }