getting this
on that
using System;
using Unity.Collections;
using Unity.Entities;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
using static Unity.Mathematics.math;
using Unity.Transforms;
using UnityEngine.UIElements;
//[GenerateAuthoringComponent]
//public struct InstanceData : IComponentData
//{
// public GameObject conveyorEnd1, conveyorMiddle, conveyorEnd2;
// public int howMany;
//}
//[UpdateInGroup(typeof(InitializationSystemGroup))]
//public class ShakerSystem : JobComponentSystem
//{
// protected override JobHandle OnUpdate(JobHandle inputDependencies)
// {
// var rnd = randomGenerator.NextFloat3(new Unity.Mathematics.float3(.5f, .5f, .5f));
// var job = Entities.ForEach((ref Translation translation, in GridPosition gridPosition) =>
// {
// translation.Value += rnd * distance(translation.Value, gridPosition.Value);
// }).Schedule(inputDependencies);
// return job;
// }
//}
public class Instantiator : MonoBehaviour
{
public int howMany = 10000;
public GameObject conveyorMiddle;
private void Start()
{
for (int i = 0; i < howMany; i++)
{
var c = World.DefaultGameObjectInjectionWorld.EntityManager.Instantiate(conveyorMiddle);
World.DefaultGameObjectInjectionWorld.EntityManager.SetComponentData(c, new Translation{ Value = UnityEngine.Random.insideUnitSphere * 100 });
World.DefaultGameObjectInjectionWorld.EntityManager .SetComponentData(c, new Rotation{ Value = UnityEngine.Random.rotation});
}
}
}