I am making moddable game and on startup I am compiling .cs with mod’s components and systems. For now I just used UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP and then called TypeManager.Initialize() and DefaultWorldInitialization.Initialize() that worked fine but the thing is I don’t think that’s official and proper way of doing it because I get a lot of errors saying that TypeManager didn’t deallocate some Native containers. What’s the proper way of adding new components/systems and then initializing TypeManager and World?
Anyone?