Let’s (theoretically) consider following order of the systems:
1. MySystemNr1
2. MySystemNr2
3. MySystemNr3
4. EndFixedStepSimulationEntityCommandBufferSystem
Now let’s consider that in MySystemNr1 I will get entity command buffer for EndFixedStepSimulation system and destroy one specific entity:
EntityCommandBuffer ecb = SystemAPI.GetSingleton<EndFixedStepSimulationEntityCommandBufferSystem.Singleton>().CreateCommandBuffer(state.WorldUnmanaged);
Entity entityToDestroy = ...// do some work, choose entity
ecb.DestroyEntity(entityToDestroy)
My question: Is entity marked for destruction still processed as usual in consequent MySystemNr2 and MySystemNr3 systems? Or is there maybe some internal flag which puts this specific entity out of queries in the time between ECB.DestroyEntity call and ECB playback?
Thanks in advance for your answers!