@NT_Ninetails I tried adding a Dynamic Bone to my character, but it didn’t seem to work yet.
I’m getting some Burst errors that may be impeding the system to run correctly, what version of Burst are you using? I’m using Burst 1.5.6, Unity 2020.3.19f.
(0,0): Burst error BC1028: Creating a managed array `System.String[]` is not supported
at DOTSDynamicBone.DOTSDynamicBone.ConvertLocalToWorldToLocalToRoot(DOTSDynamicBone.DOTSDynamicBone* this, ref Unity.Entities.DynamicBuffer`1<DOTSDynamicBone.Particle> m_Particles, ref Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToRoot> altr, ref Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToWorld> altw, int start, int end)
at DOTSDynamicBone.DOTSDynamicBone.UpdateDynamicBones(DOTSDynamicBone.DOTSDynamicBone* this, float t, Unity.Core.TimeData timeData, Unity.Transforms.LocalToWorld* coreLTW, Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToWorld>* altw, ref Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToRoot> altr, ref Unity.Entities.DynamicBuffer`1<DOTSDynamicBone.Particle> m_Particles, int start, int end)
at DOTSDynamicBone.DOTSDynamicBone.mLateUpdate(DOTSDynamicBone.DOTSDynamicBone* this, ref Unity.Entities.DynamicBuffer`1<DOTSDynamicBone.Particle> m_Particles, Unity.Core.TimeData timeData, int start, int end, Unity.Transforms.LocalToWorld* coreLTW, Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToWorld>* altw, Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToRoot>* altr)
at DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0.OriginalLambdaBody(DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0* this, ref Unity.Transforms.LocalToWorld coreLTW, ref DOTSDynamicBone.DOTSDynamicBone bone, ref Unity.Entities.DynamicBuffer`1<DOTSDynamicBone.Particle> particles, ref Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToRoot> altr, ref Unity.Entities.DynamicBuffer`1<Unity.Animation.AnimatedLocalToWorld> altw)
at DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0.IterateEntities(DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0* this, ref Unity.Entities.ArchetypeChunk chunk, ref DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0.LambdaParameterValueProviders.Runtimes runtimes)
at DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0.Execute(DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0* this, Unity.Entities.ArchetypeChunk* chunk, int chunkIndex, int firstEntityIndex)
at Unity.Entities.JobChunkExtensions.JobChunkProducer`1<DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0>.ExecuteInternal(ref Unity.Entities.JobChunkExtensions.JobChunkWrapper`1<DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0> jobWrapper, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) (at C:\Projetos\_Unity\nekosuki\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\IJobChunk.cs:386)
at Unity.Entities.JobChunkExtensions.JobChunkProducer`1<DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0>.Execute(ref Unity.Entities.JobChunkExtensions.JobChunkWrapper`1<DOTSDynamicBone.DynamicBoneLateUpdateSystem.DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0> jobWrapper, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) (at C:\Projetos\_Unity\nekosuki\Library\PackageCache\com.unity.entities@0.17.0-preview.42\Unity.Entities\IJobChunk.cs:353)
While compiling job: System.Void Unity.Entities.JobChunkExtensions/JobChunkProducer`1<DOTSDynamicBone.DynamicBoneLateUpdateSystem/DOTSDynamicBone.<>c__DisplayClass_OnUpdate_LambdaJob0>::Execute(Unity.Entities.JobChunkExtensions/JobChunkWrapper`1<T>&,System.IntPtr,System.IntPtr,Unity.Jobs.LowLevel.Unsafe.JobRanges&,System.Int32)
at <empty>:line 0