After upgrading Entities package from .9 to .10, child Camera objects no longer render outside edit.

Up until now, it hasn’t been an issue just throwing the camera on the Player game object, and converting the Player to entity, destroying it in the process… now, as of .10 upgrade, does no longer seem to support this commonsensical simplicity.

If this is not a bug, would I now be restricted to produce a copytransformtogameobject system every time I want the camera to change its target to an entity (or similar camera grab of entity transforms from within monobehaviors)?

I must be missing something, as after downgrading back to .9, the issue is not resolved.

So… I can’t actually use Camera now without keeping injected gameobjects copying from entity transforms, and monobehavior. As fun as that sounds, it’s redundant as shit.

Can anybody help correct

Add HYBRID_ENTITIES_CAMERA_CONVERSION to your scripting define symbols. That should get things working with Convert and Destroy again.

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That seems to have gotten things back on track. Thank you.

Edit: not quite sure how to clear the [bug] tag, or whatever the process may be, if one. This issue is solved.

After looking around a while, I’ve come across the RenderMeshSystemV2 taking a large chunk of the main thread, every frame, to keep ~1000 objects sharing a single GPU instanced material…

…would you happen to have any tips for best working the new system?