I just upgraded to the latest iteration (15) and my previous systems don’t seem to work the same way anymore.
When I am setting the target velocity in the following way:
var targetVelocity = PhysicsVelocity.CalculateVelocityToTarget(
SystemAPI.GetComponent<PhysicsMass>(entity),
translation, rotation,
target, 1 / deltaTime);
velocity = targetVelocity;
The LocalTransform component values go to very high values, so does the PhysicsVelocity, but the WorldPosition doesn’t update.
The system runs in the PredictedFixedStepSimulationSystemGroup
and it worked normally in the previous iterations (before the Transform System V2).
Now I’m not sure if that might be a bug due to the new transform system, or me missing some setup to make it work properly.