I’m trying to write a really simple system which synchronizes my Entities with a MonoBehaviour. The MonoBehaviour needs to know when its associated entity is changed so that it can play an animation.
It seems like the obvious way to do this would be:
However, this is not possible because change filters are only allowed on JobComponentSystems (which I can’t use because GetComponentObject is not allowed inside Jobs).
It seems like the set of features available for a ComponentSystem ForEach is quite a bit smaller than what a JobComponentSystem can access – you can’t do “in”-typed parameters, and you can’t do change filters. Is there some specific reason for this limitation?
I am curious about this as well. I know it’s been like this ever since Unity introduced the change filter a year and a half ago. But some error handling (or at least a warning) would be good to let devs know of the limitations of this functionality.