I need a conversion system that can run after the PhysicsCollider is created, so that I can ensure some properties on the PhysicsCollider are set correctly. I do it like this:
[UpdateAfter(typeof(EndColliderConversionSystem))]
public class MyConversionSystem : GameObjectConversionSystem
{
protected override void OnUpdate()
{
Entities.ForEach((MyAuthoring authoring) =>
{
Entity entity = GetPrimaryEntity(authoring);
PhysicsCollider physicsCollider = EntityManager.GetComponentData<PhysicsCollider>(entity);
// set properties on physicsCollider, etc....
});
}
}
However, this gives me the following error on the line where we try to get the PhysicsCollider component:
The gameobject being converted does have a PhysicsShapeAuthoring on it. What am I missing?