with 0.2.0 what is the suggested way to add a system manually (with
DisableAutoCreation) to the default world?
DefaultWorldInitialization.GetAllSystems then put all that in DefaultWorldInitialization.AddSystemsToRootLevelSystemGroups with world argument as World.DefaultGameObjectInjectionWorld
Or
Get required root group from default world, then AddSystemToUpdateList and SortSystemUpdateList
var w = Unity.Entities.World.DefaultGameObjectInjectionWorld;
var simulationGroup = w.GetOrCreateSystem<SimulationSystemGroup>();
simulationGroup.AddSystemToUpdateList(w.GetOrCreateSystem<ResourcesViewSystem>());
// ...
// Add more systems to gorup...
// ...
simulationGroup.SortSystemUpdateList();
Thanks, I was already doing what @5argon , but using an ICustomBootstrap implementation . I also thought about what @eizenhorn said, which it would be ok for my case, although a bit hacky. Unity did good to remove World.Active, I would like them to be even more restrictive tbh, like , for example, it’s too simple to get hold of a world entity manager atm and use it outside a system.