namespace Unity.Animation
{
public abstract class GraphSystemBase<TGraphTag> : JobComponentSystem, IGraphSystem<TGraphTag> where TGraphTag : struct, IGraphTag
{
protected GraphSystemBase();
public NodeSet Set { get; }
public int RefCount { get; }
public TGraphTag Tag { get; }
public void AddRef();
public void RemoveRef();
protected override void OnCreate();
protected override JobHandle OnUpdate(JobHandle inputDeps);
protected internal override void OnCreateForCompiler();
}
}
I see it used in the example code.
protected override void OnCreate()
{
base.OnCreate();
m_GraphSystem = World.GetOrCreateSystem<TAnimationGraph>();
m_GraphSystem.AddRef();
m_GraphSystem.Set.RendererModel = NodeSet.RenderExecutionModel.Islands;