UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP is basically broken

I am forced to do my own world bootstrapping because I require a ComponentGroup to be injected into the FixedUpdate part of the player loop. If I define UNITY_DISABLE_AUTOMATIC_SYSTEM_BOOTSTRAP in my player settings things work fine at runtime as I have basically copied out most of the bootstrap code in the hybrid entity package.

Where things fall apart though is that GameObjectEntity and SubScene both directly call DefaultWorldInitialization.DefaultLazyEditModeInitialize to make sure that an editor world exists when it is needed. With custom bootstrap there is no way to make sure an editor world exists with this method.

Could the next release please have two defines, one for disabling runtime bootstrap and one for disabling editor bootstrapping?

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Thanks for the report; I’ve filed an internal issue to address this.

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