ECS: adding "UpdateInGroup" tag stops OnUpdate. ?!

Ok, so I am sure this is a learning experience for me. I am working with the latest MegaCity as their Player Controller is close enough to get me what I need.

Within PlayerVehicleControlSystem.cs there is the following code:

[BurstCompile]
    [UpdateInGroup(typeof(BeforePhysicsSystemGroup))]
    public partial struct PlayerVehicleControlSystem : ISystem
    {
        [BurstCompile]
        public void OnUpdate(ref SystemState state)
        {
            var deltaTime = SystemAPI.Time.DeltaTime;
            var moveJob = new MoveJob {DeltaTime = deltaTime};
            state.Dependency = moveJob.ScheduleParallel(state.Dependency);
        }
    }

In MegaCity this code runs fine, in my project it’s not running at all (a simple Debug.Log, yea yea yea, old school but I get what I need)

If I remove the “UpdateInGroup” tag, this OnUpdate runs fine.

I found the group “BeforePhysicsSystemGroup” in BOTH the MegaCity and my project. Found via Windows > Entities > Systems window. in BOTH projects.

So I am sure I’m doing something stupid… I just don’t know what it is yet.

Now, the MegaCity project is Unity 6.0 with Unity Physics 1.2

My project is Unity 2022.3.46 with Unity Physics 1.3 (note, this physics is HIGHER version number)

Because of a main asset I cannot upgrade my project to Unity 6, and I FEEL that’s not the issue, and that the issue is I am missing something about Groups… or maybe it’s something completely else.

ANY thoughts?

Thanks.

Check the profiler for that BeforePhysicsSystemGroup. I am guessing that for some reason it isn’t being added to the execution. If you pulled this out of the MegaCity project they probably have some custom bootstrap that sets up the groups and systems.