Hi, I’ve got big issue with entities which I created.
As you can see in screenshot below : white models are entites generated at runtime, textured ones are standard models with lightprobes usage off.
I have a main scene and a second scene loaded in additive, both with own lighting setup. Entites are created in scene B when loaded.
My code to create entites :
_entityManager = World.DefaultGameObjectInjectionWorld.EntityManager;
_entityArchetype = _entityManager.CreateArchetype(
typeof(Translation),
typeof(RenderMesh),
typeof(RenderBounds),
typeof(LocalToWorld)
);
_entityManager.CreateEntity(_entityArchetype, _entityArray);
AABB aabb = new AABB();
aabb.Extents = new float3(0.5f, 0.1f, 0.1f);
_entityManager.SetComponentData(_entityArray[0],
new Translation {Value = obj.objPos});
_entityManager.SetComponentData(_entityArray[0],
new RenderBounds {Value = aabb});
_entityManager.SetSharedComponentData(_entityArray[0],
new RenderMesh
{
mesh = Resources.Load<Mesh>(
levelsFolderPath + _currentSceneName + "/Models/" +
obj.meshName),
material = Resources.Load<Material>(
levelsFolderPath + _currentSceneName + "/Materials/" +
obj.meshMaterials[i]),
subMesh = i,
layer = 9
});
I’m stuck, I dont know how to deal with this issue.