We explicitly tick the world systems, calling OnUpdate. In doing so the systems are not shown on the debugger, is there a way to see them anyway?
Note that calling OnUpdate bypasses the automatic dependency management system whereas calling Update does not (even if ticking systems manually). I haven’t tried this, but you might be able to get them to show up by putting the systems in ComponentSystemGroups in which you override the ComponentSystemGroups’ OnUpdate methods to do nothing.
Sorry my mistake, I call Update of course and still doesn’t show.
I’m not sure if it’s still this way but Entity Debugger used to read directly in the PlayerLoop for a specific internal delegate type. If it’s still the case, as a workaround you can put all your manual updated systems inside a custom system group, disable it (not be automatically updated) and let it be placed in the player loop. Sure the order the will be listed in the Entity Debugger will be wrong and I’m not sure if the duration will display correctly but it should be listed there.
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