using Unity.Entities; using Unity.Jobs; using Unity.Mathematics; using Unity.Transforms; [AlwaysSynchronizeSystem] public class PaddleMovementSystem : JobComponentSystem { protected override JobHandle OnUpdate(JobHandle inputDeps) { float deltaTime = Time.DeltaTime; float yBound = GameManager.main.yBound; Entities.ForEach((ref Translation trans, in PaddleMovementData data) => { trans.Value.y = math.clamp(trans.Value.y + (data.speed * data.direction * deltaTime), -yBound, yBound); }).Run(); return default; } }