I can’t the CopyTransformToGameObjectProxy without a GameObjectEntity being added automatically. But I also have to use ConvertToEntity in order to get the translation, Rotation, LocalToWorld, etc added automatically (and I don’t want to add them manually because they are deprecated).
How can I use ConvertToEntity and inject the GameObject (for my camera GO which doesn’t work when destroyed) while still syncing it’s transform with the LocalToWorld component?
I tried that but it doesn’t appear to work, when i modify the translation I would expect it to update local to world then sync back to the camera’s (non ecs) transform. Do i need to implement my own system to sync back to the GO?
Lately I have not been using “ConvertAndInjectGameObject” at all. What I am doing instead is separating GameObjects that aren’t converted from the ones that are converted and destroyed. I would then “subscribe” the unconverted GameObject Components to relevant entities with EntityManager.AddComponentObject.
I just tested it and it works fine. You don’t need to create any system but you need to add ConvertToEnty to your camera gameObject and set it to mode ConvertAndInjectGameObject.
I’m intrigued by this but since you don’t ConvertToEntity and presumably you aren’t using GameObjectEntity, which entity are you adding the components to? are you just building it up in code with an archetype?