I have a Job that is running fine, but I need to add the Rotation component. When I do I get the following error:
The placement of the Rotation component does not affect the error. Meaning, I can place the Rotation component before or after any other component in the Struct and Execute and I still get the error.
I can also place any other component and still get that error
cannot convert from ‘ER3D_TrafficSystem’ to ‘Unity.Collections.NativeMultiHashMap<int, int>’ Assembly-CSharp C:\Users\ASUS\Desktop\Heartbeat City\Heartbeat City\Assets\HBC\Scripts\ER3D_TrafficSystem.cs 120
cannot convert from ‘Unity.Jobs.JobHandle’ to ‘int’ Assembly-CSharp C:\Users\ASUS\Desktop\Heartbeat City\Heartbeat City\Assets\HBC\Scripts\ER3D_TrafficSystem.cs 120
The struct is:
[BurstCompile]
[RequireComponentTag(typeof(ERAutoTag))]
private struct AutoNavigationJob : IJobForEach<
HoverCarLevelComponent,
HoverCarSpeedComponent,
CarRoadLaneIdentityComponent,
CarRoadComponent,
CarPositionComponent,
Rotation,
Translation>
The execute is:
public void Execute(
ref HoverCarLevelComponent carLevel,
ref HoverCarSpeedComponent carSpeed,
ref CarRoadLaneIdentityComponent carRoadLaneIdentity,
ref CarRoadComponent carRoad,
ref CarPositionComponent carPosition,
ref Rotation carRotation,
ref Translation translation)
So, this seems odd. Is there a limit to the number of components added to a job?