using Unity.Entities; using UnityEngine; using WaterSystem; namespace Unity.Physics.Authoring { // IConvertGameObjectToEntity pipeline is called before the Physics Body & Shape Conversion Systems // This means that there would be no Physics components created when Convert was called. // Instead Convert is called from this specific ConversionSystem for any component that may need // to read or write the various Physics components at conversion time. [UpdateAfter(typeof(PhysicsBodyConversionSystem))] [UpdateAfter(typeof(LegacyRigidbodyConversionSystem))] public class PhysicsConversionSystem : GameObjectConversionSystem { // Update is called once per frame protected override void OnUpdate() { Entities.ForEach((BuoyantObject2 behaviour) => { behaviour.Convert(GetPrimaryEntity(behaviour), DstEntityManager, this); }); } } }