Created Systems are not being updating

Hello,
I am very disapointed about system’s lifecicle.
Systems created whenever it need on current level, it looks strange, but we can use [DisableAutoCreation] attribute to manualy create them but theirfor it isnt being added to the update lifecicle.
Is there way of registating system in updated loop except manual updating each system?

here is my system’s code

    [DisableAutoCreation]
    public class TransformSimplificationSystem : SystemBase
    {
        protected override void OnUpdate()
        {
            Entities.ForEach(
                             (
                                 Transform transform,
                                 HeightComponent heightComponent,
                                 ref DirractionComponent dirractionComponent,
                                 ref Translation translation) =>
                             {
                                 translation.Value = transform.position;
                                 dirractionComponent.Value = transform.forward;
                             }).
                     WithoutBurst().
                     Run();
            Entities.ForEach(
                             (HeightComponent heightComponent, ref Translation translation) =>
                             {
                                 Vector3 result = Vector3.up * heightComponent.Value;
                                 float3 r = new float3(result.x, result.y, result.z);
                                 translation.Value = translation.Value + r;
                             }).
                     Run();
        }
    }

creation process

ComponentSystemBase componentSystemBase = World.DefaultGameObjectInjectionWorld.GetOrCreateSystem(type);

You should put them to default world player loop. Just put your system after creation to one of 3 root systems (Initialization\Simulation\Presentation)

Thanks for reply, but how can i make it? When i use attribute UseInGrop it dose nothing, and i dont see any methods called like get group or set group in the world

It’s not about attribute.
There is couple of ways.
First - ICustomBootstrap.
https://docs.unity3d.com/Packages/com.unity.entities@0.11/manual/system_update_order.html#multiple-worlds
Second - as I already told - add them manually to root groups.
https://discussions.unity.com/t/767551/3

Oh thanks, it was exactly what i need. Thats naming is awesome(no)…

where did u find the examples of things like this?