I’m updating my local copy of FPSSample2 (Unity sample) to use Entities v0.1.1 and I’m getting an error indicating that I have a generic component
that I need to register using [RegisterGenericComponentType] beforehand.
The error is generated by the line #15 in this snippet
[DisableAutoCreation]
[AlwaysUpdateSystem]
public abstract class InitializeComponentSystem<T> : BaseComponentSystem where T : MonoBehaviour
{
struct SystemState : IComponentData { }
EntityQuery IncomingGroup;
string name;
public InitializeComponentSystem(GameWorld world) : base(world) { }
protected override void OnCreate()
{
base.OnCreate();
name = GetType().Name;
IncomingGroup = GetEntityQuery(typeof(T), ComponentType.Exclude<SystemState>());
}
protected override void OnUpdate()
{
// ...
}
protected abstract void Initialize(Entity entity, T component);
}
T is non-generic component in this case (RagdollOwner).
I assume that I have to register a type that would somehow combine whatever’s passed as T and SystemState, but how do I do that using RegisterGenericComponentType?